Game of Twisted Shouting

P. Grabarczyk, Bo Kampmann Walther
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引用次数: 1

Abstract

This article takes a deeper look at the notion of ludo-narrative dissonance (henceforth LND), a popular term that refers to the perceived clash between the ludic and the narrative aspects of games. We wish to argue that a better understanding of the nature of LND and the reasons it appears in games enables us to look at this phenomenon from a new perspective that was not, as of yet, considered in game studies literature or the popular discourse. The typical approach to LND presents it as a problem or a design flaw that needs to be avoided by the developers. In contrast to this, we suggest that LND can be seen as a source of inspiration for the creators as it inherently invites the developers and the players to reflect on the game structure. We start with a closer look at the notion of LND and present three ways it can be interpreted. In section two we analyze the reasons LND can appear in games (regardless of the developers’ intentions). Section three goes through some of the existing methods of dealing with LND. Here we argue that embracing LND as a result of some of the necessary tensions of game design can result in the creative victory of the developers. We finish the paper, in the fourth section, with a longer case study of Manhunt which we see as a good exemplification of the reinvigorating power of LND.
扭曲的喊叫游戏
本文将深入探讨ludo-narrative dissonance(以下简称LND)的概念,这是一个流行术语,指的是游戏的搞笑元素和叙事元素之间的冲突。我们希望通过更好地理解LND的本质以及它出现在游戏中的原因,我们能够从一个全新的视角看待这一现象,而这一视角在游戏研究文献或流行话语中尚未被考虑到。典型的LND方法将其呈现为开发人员需要避免的问题或设计缺陷。与此相反,我们认为《LND》可以被视为创造者的灵感来源,因为它能够吸引开发者和玩家去思考游戏结构。我们首先仔细研究LND的概念,并提出三种解释它的方法。在第二部分中,我们将分析LND出现在游戏中的原因(不管开发者的意图如何)。第三部分介绍了一些现有的处理LND的方法。在此我们认为,将LND作为游戏设计中一些必要的紧张关系的结果,可能会让开发者取得创造性的胜利。我们在第四部分结束了这篇论文,以一个更长的追捕案例研究,我们认为这是LND重振力量的一个很好的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
0.90
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