We have already explored the symbolic and systematic basics that
underline the functionality of the language of videogames. The way the game is
designed is meant to guide the player on an experience of the developer’s
choice. Interactive functionality with the game via “win-states” and other
gameplay elements are all belonging to a larger group of ludic functionality. Ludic
originating from the Latin word ludere which means ‘to play’. Any word with the root ‘lud’ in reference to
videogames and videogames study refers back to play or interactivity. Gameplay
and “win-states” are types of ludic functionality that separate and individualize
videogames from other media and from themselves. Genres of videogame
classification are done by the games ludic functionality; shooter, platformer, puzzle.
The language of videogames is ludic in design where each differing vernacular
corresponds to a certain genre of game. Yet, where does the story and narrative
of videogames fall? How integral a part of the experience are they if the
language is designed to be ludic in function?
As defined by the Oxford Online Dictionary narrative is “a
spoken or written account of events; a story”. That definition is suitable, yet
lacking. Narrative is also a framing device, the point of view through which a
series of events is perceived. That is why within the world of storytelling it
is called a narrator. Narrative as told through the language of videogames is
no different. Videogames are another form of language through which a spoken or
written account of events can be told. Videogames offer new opportunities to
tell a story.
Narrative within a videogame gives impetus where “win-states”
cannot. From purely gameplay or ludic perspective “win-states” are all that is necessary
to make a game compelling. The prime example of this being Tetris. But once the
ludic blinders have been removed the experience can fall short. Humans are
creatures capable of immense perception. The sound of a subtle door creak, the
smell of someplace worn and lived in, the faint brush of wind upon the back of
your neck. These are the experiences that we as humans have come to recognize and
associate as normal and interesting. Engagement in a purely ludic level quickly
becomes tiresome. Narrative the second tool developers use to guide the player
along the experience intended for them.
Form the pixilated cutscenes detailing love in Mrs. Pacman
narrative has been an important part of the videogame experience. Few
videogames go far without a story worth supporting. Bioshock, Mass Effect, The
Last of Us are all games touted for their narrative as well as their gameplay.
It is this seamless melding of ludic and narrative elements that creates the true
beauty of the videogame art form. When interacting with a game the player wants
not only to experience the feeling of fun brought froth via a “win-state”, they
want to feel as though their actions have influence. Players do not merely wish
to shoot at bad guys because it is fun; they wish to shoot at bud guys so they
can save the world. It is no surprise that a majority of videogame stories are escapist,
wish-fulfillment fantasies. Why would anyone simply read a book or watch a
movie where their dream is fulfilled by someone else and they are left with the
moderately bitter taste of vicarious enjoyment? Videogames offer unprecedented possibility.
As technology increases the limits of what can be created slowly disappear.
There is immeasurable potential in the merging ludic and narrative functionality
to create something absolutely incredible.
As with all things of great potential there is also a treacherous
downside to narrative in videogames that must be carefully navigated. Most
commonly referred to as ludonarrative dissonance, it is the discrepancy between
gameplay and narrative. When the ludic and narrative elements of a game do not
meld the result lowers the entire experience. Recently Bioshock: Infinite has
come under fire for the ludonarrative dissonance between its somber story and
over the top shooter action. This is little surprise as the original Bioshock
is the origin of the phrase. Clink Hocking coined it in describing how the
story of Bioshock promotes selflessness by critiquing Objectivism while the
gameplay encourages selfishness. The term has been applied to many games since
its creation. The Uncharted series is commonly called dissonant for its portrayal
of the main character. In cutscenes Nathan Drake is a charming rouge, in
gameplay he is a merciless sociopath.
However, both
Bioshocks are still considered exemplary videogames. The Uncharted series has received
countless accolades throughout its time. There is a growing faction within
videogame development, journalism and criticism that actively looks for
ludonarrative dissonance. This group represents a growing sentiment that games deserve
serious examination. The growing critical mindset is slowly becoming more prevalent,
but it still remains under the majority of developers, journalists and critics that
find no problem with dissonance. There has always been some dissonance in even
the best of games and it has become accepted as standard. This is the story
part of the game. This is the play part. For the longest time a seamless
blending of the narrative and ludic elements was impossible or at best poorly
done. That is why Bioshock and Uncharted are respected the way they are.
Dissonance is not considered a problem.
Ludonarrative dissonance is still a difficult concept for a
large majority of the gaming populace to accept. The concept of intelligent,
critical game analysis is still very new. The transitionary stages of uncomfortable and awkward
growth for videogame analysis mirror that of the game’s industry in the past.
It is my best assumption that critical analysis will continue to follow the
same path videogames as a total have. In the future there will no longer be
critiques of games calling them out for ludonarrative dissonance, but instead
ludonarrative resonance.
The future of videogames lies in the complete and seamless
melding of ludic and narrative elements. Some games have come close, others
have purposely exploited dissonance to create a dramatic disconnect between
player and player character, but there is still potential waiting to be
achieved in ludonarrative resonance. I cannot wait.
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