![]() The character can destroy giant monsters in battle, but in cutscenes, they're just normal. When a cutscene begins, a character may be "teleported" to where the plot says they should be, rather than where they really are. The supposed Ineffectual Sympathetic Villain turns out to be That One Boss, and there's no indication they were meant to be a subversion. When a seemingly common item takes an excessive amount of effort to acquire.Įven if you have no time limit in the gameplay, helpful NPCs will constantly remind you that you "need" to keep going. When character lore is quite different compared to the gameplay mechanics. ![]() They always treat it as if the player escaped at the very last second.Īrbitrary requirement that stops you from having too many characters in a party or unit.Ī defeated boss pulls a Villain: Exit, Stage Left, or worse. The cutscenes that follow a timed mission don't reflect the actual amount of time the player had left to complete it. The term as it is used today lies closer to Broken Aesop that comes from the messages of the gameplay mechanics undercutting the messages of its narrative, rather than just continuity conflicts between the story told through gameplay and the actual story.Īn element already established to be something else is re-used for another purpose, usually to save resources, but is still understood to be the new element at that time.Ī puzzle with disconnected elements meant to educate the player on certain subjects. "Ludonarrative" is the portion of the story told through the gameplay ("ludo" comes from the Latin word meaning "play" or "game"), so ludonarrative dissonance is when there are logical inconsistencies between what is conveyed through the gameplay and what is conveyed through the story, or when the gameplay is presenting one message while the story is presenting another. Often times the "gameplay" part is where a genuine Faux Action Girl gets to show her skills and defeat a Big Bad on her own.Ī loosely equivalent technical term for this is "Ludonarrative Dissonance," a term coined by Clint Hocking (a former employee of LucasArts). Since large-scale cutscenes and extensive dialogue have only been present in games the last twenty years or so, gameplay and story segregation is far more prevalent from the 16-bit era onwards, especially ones in which the storyline is a focal point of the game.
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