Thursday, 21 April 2016

BA1b Contextual studies How Life is Strange’s gameplay complement’s its story. - Ludonarrative Dissonance



Life is Strange’s gameplay is extremely simple, so simple that it becomes instinctual, I often found myself knocking things over and rewinding time without realising it like I actually could rewind time and had been practicing it for a while. Adrian Chmielarz a developer at The Astronauts states that in order for a game to foster emotional empathy the game should do these things:
‘a) Having at least two heroes in the story, thus making it clear that it is not about a single protagonist the player might want to immediately identify with;
b) Using a caretaker theme
c) Offering non-3D second person perspective;
d) Minimizing the cognitive load through simple mechanics and UI, and thus freeing up the mental space required for empathy to exist.’
Life is Strange does all of these things, Max and Chloe are the two heroes, A theme going through the game is using your powers to help people notably Kate. The games perspective is between second and third perspective, in a sense we are max, we make her decisions but we also see max. And as I have stated the gameplay is very simple consisting of rewinding time, making choices and exploring max’s world.
Interestingly Life is strange has reverse ludo-narrative dissonance or what I call narrative-ludo dissonance the story weakens the gameplay rather than the gameplay weakening the story. The final ending of the game is to erase all of the choices and gameplay we made, we were told our choices matter through the gameplay, but the story tell us they are not.


No comments:

Post a Comment