Pretty much the same.The_Echo said:You know, I've literally never felt ludonarrative dissonance. Never in my life.
Even in BioShock Infinite, which is apparently infamous for being dissonant, I never had a problem.
Yes you should honestly. I personally didn't have that problem, but ultimately when a work disconnects the reader/watcher/listener it's the fault of the author. Your certainly not the only one to have this problem with this game, as it's been mentioned more than a few times in gaming discussion. This overall reaction is one of the reasons why I think this game while definatly good, doesn't deserve to be on so many "best of" lists simply because of the writing and the ending and the reaction it received from so many people. Some raved about it, but it fell far short of the "near universal acclaim" so many people seem to be trying to assign it.Ubiquitous Duck said:So, I played a game recently where I became disconnected from the narrative, towards the end of the story. It was a game that involved multiple universes/existing timelines. That's as much of the game I will detail, so not to delve into spoilers.
I felt that I, unconsciously, was withdrawn from my investment in the story and suddenly the characters had little to no meaning to me.
Now, I personally do not blame this game for this happening, as I thought the whole concept was clever and well done, when considering it in retrospect, but it did mean that the emotional impact of the story at the end was largely lost on me.
There is no specific reason that I can assign to why this happened, as it happened unconsciously. I did not choose to separate myself from the narrative, but just drifted away naturally. I assume it was to do with the fact that I thought the game had devalued my characters and my story by showing that there were millions of universes. To me this makes it seem like mine doesn't really matter that much, in the grand scheme of things, and to every time I win or do something good, there has been a timeline created where this didn't happen and suffering/pain ensued instead. I was just happening to continue in the World where I was succeeding, but was creating extra universes where this was not true, so really, I hadn't won or succeeded at all.
Should I blame the game for disconnecting me from the narrative? Because at the moment, I don't. Was it their fault that this happened? Should this make me rate the game any less than I did?
Have you ever lost connection with a game's narrative? Why do you think it happened?
Disclaimer: This is my first thread topic on a forum ever, so go easy on me.
"So what" is supremely important to the narrative of a computer game and one so many games fail to meet. I recall the climactic ending of Fable 2 in which the villain reveals he has killed some people. The entire scene fell flat because the game never did the first thing to make me care about anything or anyone in that world.Shymer said:Three questions I use to interrogate stories I am writing:
"So what?" - why should the reader care?
"Oh yeah?" - is the protagonist's action believable in their universe?
"Huh?" - can you understand what's going on?
I had a strange time with this game.Yokillernick said:"Have you ever lost connection with a game's narrative? Why do you think it happened?"
Actually I kinda have and with a game that many people would disagree with me on: Spec Ops: The Line. The game became such a chore to play and that was even before the *shock* moment in it. It had established itself as such a standard, boring, cover based shooter that I just couldn't connect with the characters any more. I literary couldn't care less about what happened to them and I just wanted the damn thing to end. I think the fact that it wanted to make itself look like a dry TPS in order to send a deeper message might have covered it up too well resulting in a boring TPS. Plus the *shock scene* was nowhere near believable and even if they made it as believable as possible it still lacked the impact. I mean after the *shock scenes* you through other games, these fail to impress.
I'm trying to separate the discussion from the specific game I played, so I won't be saying what game it is.Therumancer said:Yes you should honestly. I personally didn't have that problem, but ultimately when a work disconnects the reader/watcher/listener it's the fault of the author. Your certainly not the only one to have this problem with this game, as it's been mentioned more than a few times in gaming discussion. This overall reaction is one of the reasons why I think this game while definatly good, doesn't deserve to be on so many "best of" lists simply because of the writing and the ending and the reaction it received from so many people. Some raved about it, but it fell far short of the "near universal acclaim" so many people seem to be trying to assign it.Ubiquitous Duck said:So, I played a game recently where I became disconnected from the narrative, towards the end of the story. It was a game that involved multiple universes/existing timelines. That's as much of the game I will detail, so not to delve into spoilers.
I felt that I, unconsciously, was withdrawn from my investment in the story and suddenly the characters had little to no meaning to me.
Now, I personally do not blame this game for this happening, as I thought the whole concept was clever and well done, when considering it in retrospect, but it did mean that the emotional impact of the story at the end was largely lost on me.
There is no specific reason that I can assign to why this happened, as it happened unconsciously. I did not choose to separate myself from the narrative, but just drifted away naturally. I assume it was to do with the fact that I thought the game had devalued my characters and my story by showing that there were millions of universes. To me this makes it seem like mine doesn't really matter that much, in the grand scheme of things, and to every time I win or do something good, there has been a timeline created where this didn't happen and suffering/pain ensued instead. I was just happening to continue in the World where I was succeeding, but was creating extra universes where this was not true, so really, I hadn't won or succeeded at all.
Should I blame the game for disconnecting me from the narrative? Because at the moment, I don't. Was it their fault that this happened? Should this make me rate the game any less than I did?
Have you ever lost connection with a game's narrative? Why do you think it happened?
Disclaimer: This is my first thread topic on a forum ever, so go easy on me.
I'm afraid you can never find me backing up the hating on The Walking Dead - I love that game far too much.Maximum Bert said:The Last Remnant kinda did this although to be fair I had little connection with the narrative to start with. Leaving aside the horrible art style and gameplay the characters looked really stiff like as if NetherRealm had made the game but what really threw me off were the accents and how atrocious they were especially the guy who did King Dave where he would just swing in and out of american/australian (cant remember exactly I have been trying hard to forget) and really bad forced cockney sometimes in the middle of the same sentence.
There was also the famous (ok not that famous) plot twist in the middle which was so ridiculously stupid and badly handled that I cannot believe it was played straight if anyone has seen Beerfest imagine that plot twist that happens when the one guy dies played seriously thats what The Last Remnant did.
The other game where I felt it really noticeably was in the walking dead by telltale games. The first two episodes I loved then the cracks started to appear and you know that what choices you make ultimately dont matter save one person and you know soon the other person will die soon anyway back up someone over another and it ultimately wont matter anyway. In the end it felt less powerful to me because of the choices and robbed the characters of their personality in the end I really had trouble caring about them at all as I just felt like I was going through the motions. Strange as it may sound if the game had removed all interaction and had a set story and the characters dealt with things on their own I would have enjoyed it more and liked the characters more. I havent articulated that well but I think the disconnect was felt so harshly because there is nothing else in the game to save it.
Maybe I should clarify before I get a load of hate. I did not hate the walking dead actually overall I kinda liked it just not as much as others it seems and I never really felt much weight from the narrative but for me that was because of how it was constructed. I also know why they took the route they did however since they pretty much had to take that route I dont agree with the design and felt while it was not bad it resulted in a weaker finalised product.Ubiquitous Duck said:Maximum Bert said:The Last Remnant kinda did this although to be fair I had little connection with the narrative to start with. Leaving aside the horrible art style and gameplay the characters looked really stiff like as if NetherRealm had made the game but what really threw me off were the accents and how atrocious they were especially the guy who did King Dave where he would just swing in and out of american/australian (cant remember exactly I have been trying hard to forget) and really bad forced cockney sometimes in the middle of the same sentence.
There was also the famous (ok not that famous) plot twist in the middle which was so ridiculously stupid and badly handled that I cannot believe it was played straight if anyone has seen Beerfest imagine that plot twist that happens when the one guy dies played seriously thats what The Last Remnant did.
The other game where I felt it really noticeably was in the walking dead by telltale games. The first two episodes I loved then the cracks started to appear and you know that what choices you make ultimately dont matter save one person and you know soon the other person will die soon anyway back up someone over another and it ultimately wont matter anyway. In the end it felt less powerful to me because of the choices and robbed the characters of their personality in the end I really had trouble caring about them at all as I just felt like I was going through the motions. Strange as it may sound if the game had removed all interaction and had a set story and the characters dealt with things on their own I would have enjoyed it more and liked the characters more. I havent articulated that well but I think the disconnect was felt so harshly because there is nothing else in the game to save it.
I'm afraid you can never find me backing up the hating on The Walking Dead - I love that game far too much.
I realise that the game had limitations, as you cannot have decisions be a game-changer without having to develop multiple story-lines, presumably very large chunks of which some gamers will never see (depending on their decisions). This would massively increase the production time and would mean they would have to formulate many stories and endings and lots of games can't even get one ending right. So I do feel to an extent for them on its difficulty of execution, but yes, they don't really approach it.
This did make the smaller decisions matter more to me though. A lot of what I like about the apocalypse/end of the world scenario, are the people who are seeking out justice and humanity in a broken world. Everyone is going to die, but this is not justification for brutality and murder, so I really get into the aspects that involve showing humanity and decency.
So yes, the man I didn't murder may only live to die tomorrow and he did commit atrocities, but that doesn't mean I should steep to the level he has become accustomed to and pitchfork him through the brain.
Not ludonarrative dissonance exclusively.Cid SilverWing said:"Ludonarrative dissonance", is it?
I can name one such title that did this to me in recent times, which was Amnesia: A Machine For Pigs, and much more recently, Batman: Arkham Origins.
Something about the way Batman handles the crime scenes in Origin just stinks of "Batman Deduction" (which is a bad thing).
I get why each instalment of a series could have tutorials, in case it is the first version of the game for someone. But they should really have the option to skip. I find myself forever jamming the skip/next button when playing Pokemon, just trying to get things to move along faster. This is definitely hampered by tutorials. Especially since I was taught how to catch a Pokemon, immediately after I'd just caught one myself.Avalanche91 said:Well..... Pokemon. I know narrative isn't its strong suit and I love the series, but the connection between the game and it's narrative is pretty horrible.
-No, I really DON'T need a reminder on how to catch pokemon.
-I got the pokegod of all creation in my PC.
-I just used the physical manifestation of the ocean to kill a rat. Now it's slightly stronger.
-This creature has an IQ of 3000. I'm going to teach it how to light a dark cave for me.
-This creature is implied to have once been human, now forced to carry his previous face around and cry. Let's cram it in a tiny ball.
-Lets use pokemon to convince people to free their pokemon.
-Lets turn all the land into ocean.
I could go on. Like I said, I love pokemon, but it becomes really stupid if you start thinking about some of the stuff that goes on.
To avoid spoilers, the first and most important crime scene I was tasked with doing had Batman narrating some extremely implausible conclusions based on what I perceived to be extremely vague clues. This being an Arkham game, it broke consistency with previous crime scene investigations.Ubiquitous Duck said:I believe that refers to instances where there is a disagreement or conflict between the gameplay and the narrative. This could cause a disconnection from the narrative and obviously is relevant, but my example is a separation from emotive investment in the narrative, due to the narrative itself, not anything necessarily to do with the gameplay.
I've not tried the latest instalment of the Batman series. How does the Origin crime scene investigation alter the experience? (I'm guessing since you named Origin and not the series as a whole that you liked the previous versions, but a change in Origin kind of broke it for you)
No comment from me on what game I'm referring to! I will stick to my political party line!MrDumpkins said:Bioshock Infinite disconnected my from the narrative around the time things get strange, though I assume that's the game you're talking about OP. I agreed, as soon as they said multiple universes where everything is possible, I didn't like it. I got uneasy the first time we went to another reality, I was like, oh man, now nothing matters. And it only got worse from there. It made everything that happened in the game feel pointless. Even the end.
The other game I got a narrative disconnect was the tomb raider reboot. Seeing lara struggle in all the cutscenes was cool and I really liked it, but then mowing down hundreds of bad guys right after blew me out of any immersion I had. Still a fun game though, and worth a playthrough.
That sounds like something out of Sherlock Holmes or The Mentalist, but even more far-fetched.Cid SilverWing said:To avoid spoilers, the first and most important crime scene I was tasked with doing had Batman narrating some extremely implausible conclusions based on what I perceived to be extremely vague clues. This being an Arkham game, it broke consistency with previous crime scene investigations.Ubiquitous Duck said:I believe that refers to instances where there is a disagreement or conflict between the gameplay and the narrative. This could cause a disconnection from the narrative and obviously is relevant, but my example is a separation from emotive investment in the narrative, due to the narrative itself, not anything necessarily to do with the gameplay.
I've not tried the latest instalment of the Batman series. How does the Origin crime scene investigation alter the experience? (I'm guessing since you named Origin and not the series as a whole that you liked the previous versions, but a change in Origin kind of broke it for you)