Ludonarrative
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Ludonarrative
Ludonarrative dissonance is the conflict between a video game's Narrative of video games, narrative told through the non-interactive elements and the narrative told through the gameplay. Ludonarrative (from ''ludus'', "game", and narrative) refers to the intersection of a video game's ludic elements (gameplay) and narrative elements. The term was coined by game designer Clint Hocking in 2007 in a blog post. History Clint Hocking, a former creative director at LucasArts (then at Ubisoft), coined the term on his blog in October 2007, in response to the game ''BioShock''. As explained by Hocking, ''BioShock'' is themed around the principles of Objectivism and the nature of free will, taking place in a dystopia within the underwater city of Rapture (BioShock), Rapture. During the game, the player-character encounters Characters of the BioShock series#Little Sisters, Little Sisters, young girls that have been conditioned to extract a rare resource from corpses, which is used as a mea ...
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Clint Hocking
Clint Hocking (born 18 September 1972) is a Canadian video game designer and director. He has primarily worked at the Canadian divisions of Ubisoft, where he developed three titles, and briefly worked at LucasArts, Valve Corporation, Valve, and Amazon Game Studios. Hocking started his career at Ubisoft, where he first designed and wrote scripts for 2002's ''Tom Clancy's Splinter Cell (video game), Tom Clancy's Splinter Cell''. He rose to prominence when he moved up to direct 2005's ''Tom Clancy's Splinter Cell: Chaos Theory'', which was both a critical and commercial success. He went on direct 2008's ''Far Cry 2'', which was positively received by critics. In 2010, he left Ubisoft Montreal due to him being "too comfortable" at the studio. Between 2010 and 2015, Hocking joined LucasArts, Valve, and Amazon Game Studios in various senior roles. Throughout this period, he did not release any new games and in August 2015 returned to Ubisoft, this time at their Ubisoft Toronto, Toront ...
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BioShock
''BioShock'' is a 2007 first-person shooter video game developed by 2K Boston (later Irrational Games) and 2K Australia, and published by 2K. The first game in the ''BioShock'' series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game follows player character Jack, who discovers the underwater city of Rapture, built by business magnate Andrew Ryan to be an isolated utopia. The discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape Rapture, fighting its mutated and mechanical denizens, while engaging with the few sane survivors left and learning of the city's past. The player can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them. ''BioShock''s concept was develop ...
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Rapture (BioShock)
Rapture is a fictional city-state in the ''BioShock'' series published by 2K Games. It is an underwater city that is the main setting for the games '' BioShock'' and '' BioShock 2''. The city also briefly appears in '' BioShock Infinite'', and is featured in its downloadable content, ''Burial at Sea''. The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mid-late 1940s as a means to create a utopia for mankind's greatest artists and thinkers to prosper in a laissez-faire environment outside of increasing oppression by the world's governments and religion. However, the lack of government led to severe wealth disparity, a powerful black market, and unrestricted genetic modification, which turned the city into a dystopia exacerbated by Ryan's tyrannical methods to maintain control. The masses turned towards political activists like Atlas who advocated an uprising of the poor against Ryan and the elite of Rapture; and on the eve of 1959, a ...
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Narrative Of Video Games
In the early days of video gaming, narrative elements were minimal due to technological constraints. Games like ''Pong'' (1972) focused solely on gameplay mechanics without storytelling components. As technology advanced, developers began incorporating narratives to enhance player engagement. Text-based adventures such as ''Colossal Cave Adventure'' (1976) and ''Zork'' (1980) introduced simple fantasy narratives, laying the groundwork for storytelling in games. The evolution continued with titles like ''Half-Life (video game), Half-Life'' (1998), which integrated storytelling seamlessly into gameplay without relying on traditional cutscenes, setting new standards for narrative in video games. Overview Stories in video games are delivered in a myriad of ways. While it is most common to deliver exposition through cutscenes, games have also delivered their stories through environmental storytelling, such as in ''Bioshock''. It is also common to deliver narrative through other means, ...
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