10 Video Games That Showcase Ludonarrative Dissonance

10 Video Games That Showcase Ludonarrative Dissonance

The concept of ludonarrative dissonance was introduced by game designer and director Clint Hocking in 2007. This term combines two elements: “ludus, ”the Latin term for game, and “narrative, ”representing the story or plot of the game. Therefore, ludonarrative dissonance refers to the incongruence or disconnect between a game’s interactive elements and its narrative storyline.

In simpler terms, ludonarrative dissonance occurs when a player’s gameplay experience clashes with the overarching narrative. This phenomenon is relatively common in video games, particularly due to their interactive nature, which can lead to conflicting experiences for players. While instances of this dissonance can be found in various games, we will highlight some notable examples.

10.“Would You Kindly?”

BioShock

Would you kindly board in BioShock

One of the most significant examples of ludonarrative dissonance comes from BioShock. The iconic twist involving the phrase “Would you kindly” serves as a psychological trigger for the protagonist, Jack, forcing him to comply with commands. While this twist is compelling in terms of storytelling, it complicates the gameplay experience. The game encourages exploration and looting, but the narrative only progresses when players act on the phrase, creating a tension between player autonomy and narrative direction.

9. Chaos Control

Sonic Adventure 2

Sonic uses Chaos Control in Sonic Adventure 2

In the final confrontations of Sonic Adventure 2, players control either Sonic or Shadow, where gameplay and story present a dissonance. Each character has the ability to use “Chaos Control” to teleport in cutscenes; however, during fights, they seem unable to warp, despite the narrative suggesting they have that capability. This inconsistency reflects a disconnect between the expected abilities of the characters and their gameplay mechanics.

8. Zombie Bites

Dead Rising

Frank gets bitten by a zombie in Dead Rising

In the Dead Rising series, players face hordes of zombies that adhere to traditional rules—being bitten leads to infection. However, when characters like Frank or survivors are grappled by zombies, they sustain multiple bites without suffering the anticipated consequence of zombification. While the later installments hint at infection, the gameplay continues to ignore this consequence, resulting in ludonarrative dissonance.

7. Heat Actions

Yakuza King

Kiryu uses a Heat Action in Yakuza Kiwami

The Yakuza franchise presents an interesting contradiction wherein cutscenes portray deadly injuries as game-changers, while in actual gameplay, protagonists inflict extreme damage yet leave foes with only minor injuries. This dissonance prompts players to question the consequences of their actions within the game world, as the odds are skewed in favor of exaggerated cinematic flair.

6. Nanotech Pills

Injustice: Gods Among Us

Joker survives getting shot in Injustice: Gods Among Us

In the storyline of Injustice: Gods Among Us, evil Superman creates nanotech pills that enhance human durability, allowing ordinary characters like Green Arrow and Joker to take on superpowered beings. However, as these characters primarily rely on conventional weapons, the narrative falters when these weapons are depicted as equally potent against Superman, creating a contradiction within the established lore.

5. New-U Stations

Borderlands

Reviving at the New-U station in Borderlands 2

Upon dying in the Borderlands franchise, players respawn at the nearest New-U station, representing an integral gameplay mechanic. Despite its necessity for keeping the game flowing, the narrative struggles to justify this resurrection in the context of character deaths like those of Roland or Handsome Jack, who seemingly should have access to these stations as well.

4. Sophia Shopping

Persona 5 Striker

Sophia orders a gold bar in Persona 5 Strikers

In Persona 5 Strikers, the Phantom Thieves turn to an AI named Sophia for assistance in acquiring supplies, as their usual sources are unavailable during summer. The introduction of a dark web delivery service may seem practical, yet the inclusion of this element during a time of societal chaos—where desires have been stripped from Tokyo’s populace—poses a question regarding the plausibility of such commerce in the narrative.

3. Project Purity

Fallout 3

Entering the Project Purity control room in Fallout 3

At the climax of Fallout 3, the Lone Wanderer must activate Project Purity, which carries lethal radiation. The refusal of companions like Fawkes to undertake this dangerous task, citing it as the player’s “destiny, ” creates a contradictory scenario when logically, they should assist. Fortunately, this issue was later addressed in the game’s Broken Steel DLC.

2. V’s Ticking Clock

Cyberpunk 2077

Viktor explains the biochip in Cyberpunk 2077

In Cyberpunk 2077, the character V faces an imminent threat from the biochip that resurrected them, which threatens to erase their identity. Despite the urgency suggested by the narrative, gameplay allows players to explore and engage in various side quests indefinitely without any tangible consequence from this looming peril.

1. Aerith’s Death

Final Fantasy VII

A perennial example of ludonarrative dissonance occurs during Aerith’s harrowing death in Final Fantasy VII. Players have long questioned why Cloud did not utilize healing spells or items like Phoenix Downs during this pivotal moment, especially when such elements are crucial for reviving party members in combat scenarios. Consequently, fans have interpreted that Phoenix Downs may not work on individuals who have passed away, although the narrative likely emphasizes drama over rationality in this instance.

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