Not exact matches
Infinite was also the victim of misinformation
in the form of
ludonarrative dissonance, a word that game journalists currently love to use, which is a problem because they also usually fail to explain what its usage was intended to be and therefore many gamers have associated it with intense violence within video games.
Ludonarrative dissonance,
in brief, is when the story tells you one thing, and the gameplay another, creating a void between the two that can not be explained.
And sure, some might argue that that is a major nitpick rather than an actual inconsistency
in storytelling - this medium is known for its
ludonarrative dissonance, and to single out just Metal Gear Solid might seem a little unfair, even if the series does claim to have higher standards for storytelling than most other games.
I'd still much rather be able to venture where I want at any time
in Skyrim, but for the likes of Tomb Raider, a character and narrative driven game, the concept of
ludonarrative dissonance is an important one.
As noted, APB is pretty much the closest anyone has come so far to realizing your GTA: GD idea, but
in my opinion we never really found a way to alleviate the
dissonance (not the
ludonarrative kind, mind you) between the temperaments of players that want to primarily design clothing and the players who just want to find more efficient ways to kill each other.
Portal offers irrefutable proof that
ludonarrative dissonance can be dealt with if the writer realizes that his work must be
in service of the player experience and not vice versa.
There's a dreadfully pretentious concept
in gaming studies called
ludonarrative dissonance.
We coined phrases like «
ludonarrative dissonance» and «on - rails» storytelling to characterize how games often fall short of their potential or dim
in comparison to more mature media.
But
ludonarrative dissonance is present
in most story - based video games at this point.