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Narrative vs. Gameplay (Ludonarrative)
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== <span style="color: #FFFFFF;">Remembering</span> == * '''Ludology''' β The "Study of Games" as "Systems" of "Rules" and "Mechanics." * '''Narratology''' β The "Study of Stories" and their "Structure" (Borrowed from 'Literature' and 'Cinema'). * '''Ludonarrative Dissonance''' β A term coined by Clint Hocking to describe a "Conflict" between a game's "Story" and its "Gameplay" (e.g. 'A hero who saves the world in cutscenes but loots corpses in gameplay'). * '''Ludonarrative Harmony''' β When "Gameplay" and "Story" "Support" each other (e.g. 'In a survival game, you feel hungry in the story and must find food in the mechanics'). * '''Environmental Storytelling''' β "Telling a Story" through the "Design" of the "World" (e.g., 'A skeleton holding a letter,' 'Blood on a wall,' 'A messy room') rather than through 'Dialogue.' * '''Emergent Narrative''' β A "Story" that "Happens" during play that was "Not Written" by a designer (e.g., 'The story of how you barely escaped a dragon with 1 HP'). * '''Branching Narrative''' β A "Story Structure" where the player makes "Choices" that "Change" the "Ending" or the "Path." * '''Cutscene''' (Cinematic) β A "Non-Interactive" sequence in a game used to "Advance the Plot" (The 'Movies' inside the game). * '''Procedural Narrative''' β A "Story" "Generated by an Algorithm" (see Article 156) based on player actions. * '''Flavor Text''' β "Short Descriptions" on items or in menus that "Add Lore" without "Changing Mechanics." </div> <div style="background-color: #006400; color: #FFFFFF; padding: 20px; border-radius: 8px; margin-bottom: 15px;">
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