Saturday, 2 April 2016

Ludo-Narrative Dissonance in Video games


In this task we have to write about a video game where its mechanics compliment its story.

Fallout 4 a video game that I am currently playing, the story revolves around a character that you can create yourself that is placed into a vault with your partner and child the game is set in a futuristic 1950’s style. You are placed into a cryogenic chamber as well as your family, years past and some unknown characters come into the vault and kill your partner and take your child. You awake later thinking it has only been 10 years since these events.  When you finally leave the vault you are surrounded in a post apocalypse world and you go on the search of your stolen son. Along the way you make friends that can become companions in which can also become a romantic relationship. Across the waste land you encounter enemies such as deathclaws and ghouls. You will have to destroy these enemies to level up your character, in doing so it will become easier to progress in the game. The characters that you encounter are in need of help if you help them your relationships will increase and will lead to personal dialog in game and later a one off mission surrounding that companion. The more characters that you meet you will find out that they categorised in their own fractions, for Example you have the minutemen and one other is the brotherhood of steel with others in game to.  Some fractions don’t agree in others beliefs and if you choose to join a certain one the other fraction and its members may up hating you, you need to choose wisely as this can change the story’s ending outcome. This type of mechanic works well in this story as it gives you as the player the sense of being more connected to your character and their world. The opportunities you decide to make either good or bad deeds shows within its characters. For example I completed a mission were I had to find a synth and bring them back to the fraction called the institute, When I had finished the mission and went back to the institute the surrounding characters in the area remembered this mission and commented on it while my character walked by them. This gives the player a more memorable playing experience and works well in games like Fallout 4 as it gives you as the player more of an incentive to play and relive the story again choosing different dialog between these characters which will next time play out a altered story ending giving you a new gaming experience each time.

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