Game Dissonance (1): What is Game Dissonance?
September 30, 2020
Over on ihobo today, the start of a brand new three-part serial about cognitive dissonance, narrative design, and the aesthetic flaws of videogames. Here's an extract from the first part:
In suggesting that an aspect of what went wrong in Bioshock was that the player lacked a choice, Hocking reveals a likely cause of his dissonance: the assumption that player choice is an essential missing link in bridging the gap between a game story and the game systems. This, I would suggest, is what might be called the scriptwriter's fallacy - that the power of a videogame story lies in the choices that are not available to a screenwriter in other media. I would counter this claim the same way I did in my blog-letter to Caroline Marchal and John Yorke, Beyond Choice in Game Narrative: that screenwriters perpetually overestimate the importance of choices, and as a consequence all too frequently offer meaningless choices that the writer has effectively pre-empted, instead of engaging with the turbulent depth of game's capacity for narrative where the player can take the story where the developer cannot hope to anticipate.
You can read the entirety of What is Game Dissonance? over at ihobo.com.
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