Wow...this is everything and much more, why I thought B:I's story wasn't good.uanime5 said:Smudboy explains what's wrong with the story:
https://www.youtube.com/playlist?list=PLiWzMOLohpMm7SHPvti22PeAUfS13oEfp
Wow...this is everything and much more, why I thought B:I's story wasn't good.uanime5 said:Smudboy explains what's wrong with the story:
https://www.youtube.com/playlist?list=PLiWzMOLohpMm7SHPvti22PeAUfS13oEfp
Oh my Jim, how boring that would be! I hope you realise he's not actually like that.Marley said:If you cut the intros and outros out of these videos I might be able to stand this guy. Every time I hear them I want to punch something.
So is it a change of heart/mind based on the situation risen, or is it persistent throughout (having never played the new Tomb Raider)? I ask because take for example Bionic Domain. In it, the main character plays a by-the-books soldier boy who despises robots throughout the entire story. But, at the end he pulls a 180 and helps a robot escape while simultaneously killing his General in a disobedience of orders given.Pebkio said:Yeah, no, that crap can happen in real life. In fact, that's not a disconnect at all. The only kind of disconnects this Luto thing would apply to is a dissonence between motivations and actions or atmosphere and actions. You know... a character who, in every cutscene, talks about how they hate most everyone alive but then the game rewards you for helping strangers. Or a game that's trying to set up an atmosphere of oppressive horror and then gives you an AK 47 with 360 rounds.
But a situation where some blowhard takes credit for the work you're doing? Not this Psuedo-Science Lutoism.
Well, they obviously don't complain about said violence then, and likely don't care a bit about the story either...Vamast said:what about people who play the game for the violence?
The dissonance for this specific Ludobad thing has to specifically cover both gameplay and narrative. So, in this situation, of the guy pulling a 180, Ludonarrative Dissonance would only be present if the game's mechanic was somehow built around... actually, no, because they could then just change the mechanics in time with the character's motivation.Deathfish15 said:So is it a change of heart/mind based on the situation risen, or is it persistent throughout (having never played the new Tomb Raider)? I ask because take for example Bionic Domain. In it, the main character plays a by-the-books soldier boy who despises robots throughout the entire story. But, at the end he pulls a 180 and helps a robot escape while simultaneously killing his General in a disobedience of orders given.Pebkio said:Yeah, no, that crap can happen in real life. In fact, that's not a disconnect at all. The only kind of disconnects this Luto thing would apply to is a dissonence between motivations and actions or atmosphere and actions. You know... a character who, in every cutscene, talks about how they hate most everyone alive but then the game rewards you for helping strangers. Or a game that's trying to set up an atmosphere of oppressive horror and then gives you an AK 47 with 360 rounds.
But a situation where some blowhard takes credit for the work you're doing? Not this Psuedo-Science Lutoism.
I guess I just don't like the word in general because A) it's hard to pronounce and B) it's hard to lock onto specific games that may be grey areas ...oh, and C) name-calling is bad, mkay?
SOmething some of you including jim might find interesting. I didnt experience this ludonarrative dissonance because at first I couldnt hit shit within the game. As lara I always held the bow too long and would never settle for the weaker half shots often getting myself shot in the process. Id miss so many of those head shots it wasnt funny. it wasnt until later that I had gotten to be a beast with a bow. It was later when Id finally become such a badass that all my past blunders and near deaths(and deaths when you count the retry's) were finally being paid off. So due to my fumbling with the aiming system I experienced probably less dissonance than most.Jimothy Sterling said:Lugoscababib Discobiscuits
This week, Jim loads his gun and shoots holes in the argument that certain games suffer from ludonarrative dissonance, just because they're violent.
Watch Video
But really what difference would it make? Ludonarrative dissonance is a big word that an academic came up with because academics like big words to say simple things. The big word for that is sesquipedalian loquaciousness. It's often a means of intimidating those who would argue against your point by making yourself seem really smart by using really big words like saying, "you have fallen into sesquipedalian loquaciousness," rather than saying, "you talk too much using words that are a foot and a half long," which is literally what that term means when you drop the pretense and just use words that everyone can understand.Goliath100 said:I want direct examples!! For all the alleged criticism of Bioshock and The Last of Us.
What is wrong with someone caught in a life or death situation to help out by giving you the means to defend you and yours? It would be odd to for her not to help when they are being shot at is it not?spartandude said:While i cant speak about Last Of Us (i havnt played it) the issue i see brought up when refering to bioshock infinite is not that its violent but that when Elisabeth sees you murder she freaks out at you (very understandable) but less than 5 minutes later shes throwing ammo at you and such and enabling you to kill, thats where the issue comes in.
I'm the kind of person who might throw the term Ludonarrative Dissonance at Bioshock. Though that's more because the narrative is built around Booker feeling very guilty about what he did to native Americans, yet the gameplay involves you (and the protagonist) not giving a shit about burning the flesh off of cops and jamming their faces into spinning gears. That is an undeniable gameplay/story contradiction.Goliath100 said:I want direct examples!! For all the alleged criticism of Bioshock and The Last of Us.
I think there is a difference between your Reservoir Dogs example, and most violent videogames. In a movie like that, though the violence is extreme, it is also short and infrequent. There is probably only about ten minutes worth of violent action in the entire run time of RD. In a game though, violence is constant, to the point where it gets kind of numbing after a while. There must be about five hours worth of gunfire, gouging and screaming in Bioshock Infinite. By keeping it sparing and severe, movies can maximize the emotional effect. By over-saturating the audience with violence, a game reduces the effectiveness of what is supposed to be the more shockingly violent scenes.MuffinMan74 said:That's bizarre. Sometimes excessive violence really helps a story. I like Reservoir Dogs but the movie would IMO be unquestionably worse without a certain very violent scene in it. Why?
The scene is Mr. Blonde cutting off the cops ear. Before that scene we hear about how during the heist Mr. Blonde started shooting civilians when they triggered the alarm, and he's unsympathetic about it. He gets called a psychopath. Problem with this is that so far it's all been told and not shown. Mr. Blonde talking to the cop, saying he'll torture him for the fun of it, and then slicing him up a bit and cutting off his ear to the tune of Stuck in the Middle in With You, that is a great example of show and not tell. That really characterizes the man. Sure you could've shown the robbery but I think the film benefits by not showing it, and only showing us the preparation and the aftermath. So yeah anyone who think excessive violence can take away from the story has a really shallow outlook on things.