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Alan Wake Writer Blames Ludonarrative Dissonance on Game Expectations

Ah, ludonarrative dissonance: we’re all familiar with it. It’s the disconnect between the narrative and ‘play’ aspects of a game. Think, for example, how Nathan Drake is characterized as a likeable good guy and yet we spend all game killing dozens upon dozens of people: the narrative would suggest Nathan is not capable of that.

Anyway, in an interview with Game Sugar, Remedy studios writer Mikko Rautalahti has the following to say about storytelling in video games:

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Convas2548d ago (Edited 2548d ago )

He's right. One of the reasons Alan Wake is a more mature game is because it requires critical thinking. Hell, even I was left confused on my first playthrough, and even after my second playthrough, I still had a lot of questions.

I hear people all the time saying "OH NOES, ANOTHER GENERIC SHOOTER?!?!" But the truth is, the shooter is just a part of the medium. If it's a crap story, then I can understand, but even shooter's are capable of having deep, complex stories, and we've seen that. Halo, Killzone, Resistance, Bioshock, these are games that are quite heavily dependent of story elements.

Right now, the focus is on Graphics and Action, so it's no wonder story heavy games like Enslaved, Alan Wake, Heavy Rain and others turned some individuals away.

Think back to how much flak Metal Gear Solid 4 took about those cutscenes. The game was INCREDIBLY story driven (maybe too much, but that's a different story).

In order for games to actually be taken seriously as an entertainment medium, we've got to start putting more importance on story, and not just being a Hollyword Thrill Ride with explosions and bight flashy lights every second *Cough* MW2 *Cough*