Nakiya
Please be patient, I can't understand easily
- Aug 17, 2023
- 35
NTN 002
Hello everyone. Today i would like to talk about Ludonarrative Harmony in video games. Ludonarrative Harmony is what we describe as consistency in the different elements of a video game (Narrative, Music, Gamplay, Visuals etc…). When Ludonarrative Harmony is in play, all parts of the game should be working hand in hand to pointing the player towards a singular vision.
So why is this important? If you read my previous thread about the armature in story writing, I mentioned that its easier for readers to follow the story if you point them towards the armature. This is the same for video games too. If the different elements in video games are working against each other, it causes the player to feel whiplash. When this happens, players would view different elements of a game in isolation instead of seeing it as a coherent experience. In some cases, it would break the player expectation of what the game could do bringing it to a lesser experience. This is exactly the kind of thing we would want to avoid as much as possible. It is your job as a designer to create a coherent experience that is consistent throughout the entire game.
When the elements of a game are in conflict with each other, this is what we call Ludonarrative dissonance. a good example of this is in Red Dead Redemption 2.
In Red Dead Redemption 2, It features a wide open sandbox where players spend most of their time in. The design of this environment encourages the player to experiment and try to find different things in the sandbox. This gives the player an expectation that they should be trying to look for different solutions to approach a problem. This is fine in isolation but becomes a huge problem during story missions. The game locks you into a linear experience actively discouraging you from experimenting. It gives the player whiplash due to the dissonance lowering the experience overall. Its bad design.
How do we prevent this from happening? Developers can choose what they want to add to the game. A huge misconception is that by having more things in a game, it makes it better. The reality is that by introducing something into the game, It gets much difficult to hold the armature of the game. Every thing thats added also comes with trade offs. Developers should only be adding elements that elevates the armature of their game. Doing this it keeps the experience consistent and elevating the experience as a whole.
Prince of Persia: The Sands of Time is a good example that shows proper implementation of Ludonarrative Harmony in games. In the game The prince steals the dagger of time. This artifact gives player to use the main mechanic of the game which is using the sands of time as a fuel to go back in time by a few seconds to undo your mistakes. The narrative of the game also says the same thing. The prince used the dagger of time and stabs the hourglass unleashing the sands of time turning everyone into sand monsters. In order to progress the game, the player is required to kill every sand monster in the stage. The dagger of time that the Prince uses is also a plot device. The only way to truly kill a sand monster is to stab it with the dagger of time absorbing their sand essence. This supports the narrative of the as he is required to get every single grain of sand to turn back time to before he stabs the hourglass. By having the dagger of time being both a narrative device and a core mechanic of the game, It lets the player be immersed in the story and feel like theyre actively participating as events unfold.
All games with narratives should strive to be like this where there is consistency with gameplay and narrative. A skilled designer can design a mechanic that supports the story that theyre trying to tell. Inversely a skilled writer can take any mechanic and write a story that supports it. I hope this thread encourages people to start thinking about ludonarrative harmony in games.
Hello everyone. Today i would like to talk about Ludonarrative Harmony in video games. Ludonarrative Harmony is what we describe as consistency in the different elements of a video game (Narrative, Music, Gamplay, Visuals etc…). When Ludonarrative Harmony is in play, all parts of the game should be working hand in hand to pointing the player towards a singular vision.
So why is this important? If you read my previous thread about the armature in story writing, I mentioned that its easier for readers to follow the story if you point them towards the armature. This is the same for video games too. If the different elements in video games are working against each other, it causes the player to feel whiplash. When this happens, players would view different elements of a game in isolation instead of seeing it as a coherent experience. In some cases, it would break the player expectation of what the game could do bringing it to a lesser experience. This is exactly the kind of thing we would want to avoid as much as possible. It is your job as a designer to create a coherent experience that is consistent throughout the entire game.
When the elements of a game are in conflict with each other, this is what we call Ludonarrative dissonance. a good example of this is in Red Dead Redemption 2.
In Red Dead Redemption 2, It features a wide open sandbox where players spend most of their time in. The design of this environment encourages the player to experiment and try to find different things in the sandbox. This gives the player an expectation that they should be trying to look for different solutions to approach a problem. This is fine in isolation but becomes a huge problem during story missions. The game locks you into a linear experience actively discouraging you from experimenting. It gives the player whiplash due to the dissonance lowering the experience overall. Its bad design.
How do we prevent this from happening? Developers can choose what they want to add to the game. A huge misconception is that by having more things in a game, it makes it better. The reality is that by introducing something into the game, It gets much difficult to hold the armature of the game. Every thing thats added also comes with trade offs. Developers should only be adding elements that elevates the armature of their game. Doing this it keeps the experience consistent and elevating the experience as a whole.
Prince of Persia: The Sands of Time is a good example that shows proper implementation of Ludonarrative Harmony in games. In the game The prince steals the dagger of time. This artifact gives player to use the main mechanic of the game which is using the sands of time as a fuel to go back in time by a few seconds to undo your mistakes. The narrative of the game also says the same thing. The prince used the dagger of time and stabs the hourglass unleashing the sands of time turning everyone into sand monsters. In order to progress the game, the player is required to kill every sand monster in the stage. The dagger of time that the Prince uses is also a plot device. The only way to truly kill a sand monster is to stab it with the dagger of time absorbing their sand essence. This supports the narrative of the as he is required to get every single grain of sand to turn back time to before he stabs the hourglass. By having the dagger of time being both a narrative device and a core mechanic of the game, It lets the player be immersed in the story and feel like theyre actively participating as events unfold.
All games with narratives should strive to be like this where there is consistency with gameplay and narrative. A skilled designer can design a mechanic that supports the story that theyre trying to tell. Inversely a skilled writer can take any mechanic and write a story that supports it. I hope this thread encourages people to start thinking about ludonarrative harmony in games.
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