{"id":313,"date":"2016-09-02T08:55:13","date_gmt":"2016-09-02T07:55:13","guid":{"rendered":"http:\/\/www.fredericseraphine.com\/?p=313"},"modified":"2022-03-24T09:32:41","modified_gmt":"2022-03-24T08:32:41","slug":"ludonarrative-dissonance-is-storytelling-about-reaching-harmony","status":"publish","type":"post","link":"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/","title":{"rendered":"Ludonarrative Dissonance:   Is Storytelling About Reaching Harmony?"},"content":{"rendered":"\n[et_pb_section fb_built=&#8221;1&#8243; fullwidth=&#8221;on&#8221; custom_padding_last_edited=&#8221;on|desktop&#8221; admin_label=&#8221;Section&#8221; _builder_version=&#8221;4.15&#8243; background_color=&#8221;#ffffff&#8221; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2016\/08\/Arri\u00e8replan3.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding_tablet=&#8221;50px|0|50px|0&#8243; transparent_background=&#8221;off&#8221; padding_mobile=&#8221;off&#8221; make_fullwidth=&#8221;off&#8221; use_custom_width=&#8221;off&#8221; width_unit=&#8221;on&#8221; global_colors_info=&#8221;{}&#8221; custom_padding_phone=&#8221;50px|0|50px|0&#8243;][et_pb_fullwidth_post_title featured_placement=&#8221;background&#8221; admin_label=&#8221;Fullwidth Post Title&#8221; _builder_version=&#8221;4.15&#8243; title_all_caps=&#8221;off&#8221; background_color=&#8221;rgba(255,255,255,0)&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; parallax_effect=&#8221;on&#8221; module_bg_color=&#8221;rgba(255,255,255,0)&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_fullwidth_post_title][\/et_pb_section][et_pb_section fb_built=&#8221;1&#8243; custom_padding_last_edited=&#8221;on|desktop&#8221; admin_label=&#8221;Section&#8221; _builder_version=&#8221;4.15.1&#8243; background_color=&#8221;#ffffff&#8221; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2022\/03\/IMG_1926.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding_tablet=&#8221;50px|0|50px|0&#8243; hover_enabled=&#8221;0&#8243; transparent_background=&#8221;off&#8221; padding_mobile=&#8221;off&#8221; make_fullwidth=&#8221;off&#8221; use_custom_width=&#8221;off&#8221; width_unit=&#8221;on&#8221; global_colors_info=&#8221;{}&#8221; title_text=&#8221;IMG_1926&#8243; sticky_enabled=&#8221;0&#8243; custom_padding_phone=&#8221;50px|0|50px|0&#8243;][et_pb_row padding_mobile=&#8221;off&#8221; column_padding_mobile=&#8221;on&#8221; admin_label=&#8221;Row&#8221; _builder_version=&#8221;4.15.1&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; hover_enabled=&#8221;0&#8243; make_fullwidth=&#8221;off&#8221; use_custom_width=&#8221;off&#8221; width_unit=&#8221;on&#8221; global_colors_info=&#8221;{}&#8221; column_structure=&#8221;3_4,1_4&#8243; sticky_enabled=&#8221;0&#8243;][et_pb_column type=&#8221;3_4&#8243; _builder_version=&#8221;4.15&#8243; background_color=&#8221;#ffffff&#8221; custom_padding=&#8221;30px|10px|30px|10px&#8221; global_colors_info=&#8221;{}&#8221; custom_padding__hover=&#8221;|||&#8221;][et_pb_text admin_label=&#8221;Text&#8221; _builder_version=&#8221;4.15&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; global_colors_info=&#8221;{}&#8221;]<h3>Abstract<\/h3>\r\nThis paper is a literature review focusing on the term \u201cLudonarrative Dissonance\u201d which was coined by the game designer and scriptwriter Clint Hocking in a blog post from 2007. Through diverse blog posts and academic papers that reused the term, this essay is attempting to identify a definition of the concept that factors the different ways it can be perceived. It identifies a dichotomy of concepts that participate in creating the dissonance: the opposition between incentives and directives and how it is handled both in the narrative and ludic structures.\r\n\r\n<strong><em>Keywords \u2013<\/em> <\/strong>Game design, Ludonarrative dissonance, harmony, emersion, immersion, incentives, directives, emergent narratives\r\n\r\n<strong><em>Relevance to design practice \u2013 <\/em><\/strong>This paper will help game designers and writers to understand what is at stake behind this concept of ludonarrative dissonance. It is identifying ways to avoid dissonance to happen, but also opens the possibility of a purposeful use of dissonance for designing deeper ludonarrative interactions.\r\n<h3>Introduction<\/h3>\r\n\u201cLudonarrative dissonance\u201d is a concept that was first described by Clint Hocking<span class=\"abt_cite noselect mceNonEditable\">(2007)<\/span> in a post on his blog. This blog post, which was first and foremost a critique of the videogame Bioshock<span class=\"abt_cite noselect mceNonEditable\">(2007)<\/span>, had an extraordinary effect on the communities of players, game developers and scholars alike. It was putting a name on something that most players felt while playing the game: a certain sensation of detachment. Ludonarrative dissonance could be described as a specific form of what could be called emersion \u2014 a term chosen to be used in this paper to refer to the opposite of the experience of immersion in videogames. Emersion is the sensation of being pulled out of the play experience.\r\n\r\nThrough a review of the literature produced in response to Hocking&#8217;s blog post, this essay will attempt to identify a definition of the term and understand how it narrows the broader concept of emersion. Secondly, it will seek the different perspectives from which it was perceived and analyzed, in order to spot where the very potentiality of the term lies. Thirdly, it will try to use the pinpointed definition and prospect through its potentialities, in order to take a look at it through the lens of game design.\r\n<h3>Ludonarrative Dissonance: A Working Definition<\/h3>\r\n<h5>What is it about?<\/h5>\r\nStarting from the basic consideration that there was a \u201clack of game criticism\u201d, Hocking decided to write a blog post that would be a game critique instead of a game review. For Hocking, Game criticism is for professionals who \u201cwant to think about the nature of games and what they mean\u201d, as opposed to game reviews which are there to help the public to choose which game they should buy. A definition that seems to narrow game criticism towards academic writing. It is somewhat an opposition between contents with promotional value and contents with professional value. Thus, the latter being somewhat very rare, he decided to write a critique of <em>Bioshock<\/em>, a game which was released earlier that year. Game critiques are rare, but game reviews are so prominent, that it is only after apologizing to the game developers, for the unusual harshness of what he had to say, that Hocking made his point: \u201cBioshock seems to suffer from a powerful <strong>dissonance<\/strong> between what it is about <strong>as a game<\/strong>, and what it is about <strong>as a story<\/strong>\u201d<span class=\"abt_cite noselect mceNonEditable\">(Hocking, 2007)<\/span>.\r\n\r\nFor Hocking, there are two structures in opposition in <em>Bioshock<\/em>, the \u201cnarrative structure\u201d and the \u201cludic structure\u201d<span class=\"abt_cite noselect mceNonEditable\">(Hocking, 2007)<\/span>. In a nutshell, what is at stake \u2014 and in opposition \u2014 between those two structures, are <strong>incentives<\/strong> and <strong>directives<\/strong>. Indeed, on one side, still according to Hocking&#8217;s analysis, the ludic structure \u2014 or \u201ccontract\u201d as he also refers to it \u2014 is inciting the player to embrace the underlying \u201cRandian rational self-interest\u201d philosophy that defines \u201cRapture\u201d the world of <em>Bioshock<\/em>; while on the other side the narrative structure&#8217;s incentive \u2014 or rather directive \u2014 is to betray this philosophy by helping Atlas, a character which is not aligned with Rapture&#8217;s Randian philosophy. This narrative choice is vouching for the developers&#8217; actual critical discourse on the Randian objectivist philosophy, but according to Hocking, it interacts poorly with the gameplay. When the Mechanics of the gameplay incite you to gain power by harvesting little sisters, you can still choose between your self-interest (by harvesting them) and their interest (by rescuing them). However, the contract proposed by the narrative structure of the game is way less malleable; as your only choice \u2014 in order to finish the game \u2014 is to help Atlas. It is no longer an incentive but a directive. Hocking puts it in the following words:\r\n\r\nThis is a serious problem. In the game&#8217;s mechanics, I am offered the freedom to choose to adopt an objectivist approach, but I also have the freedom to reject that approach and to rescue the Little Sisters, even though it is not in my own (net) best interest to do so [\u2026] Yet in the game&#8217;s fiction on the other hand, I do not have that freedom to choose between helping Atlas or not. <span class=\"abt_cite noselect mceNonEditable\">(Hocking, 2007)<\/span>.\r\n\r\n(Even if the game still rewards you for rescuing the little sister, that reward is nor as immediate nor as profitable as the other option.)\r\n\r\nFor Makedonski<span class=\"abt_cite noselect mceNonEditable\">(2012)<\/span>, ludonarrative dissonance \u201cat its core\u201d happens when the discourse conveyed through a game&#8217;s story and environment contradicts the discourse underlying its gameplay. From this contradiction, according to him, the player becomes \u201cunimmersed\u201d and \u201cdisconnected\u201d from the experience. Therefore, it comes back to the concept of emersion. To put it in other words, ludonarrative dissonance could be a state of emersion that is triggered by a semiotic mismatch between play and narration. When in Hockin&#8217;s example there is clearly an opposition between the two structures, it can be assumed that a lesser form of mismatch might have a proportional potential for emersion.\r\n<h5>The causes of dissonance<\/h5>\r\nIn another blog post reacting to Hocking&#8217;s critique of <em>Bioshock<\/em>, Nick Ballantyne<span class=\"abt_cite noselect mceNonEditable\">(2015)<\/span> makes an interesting comparison between cognitive dissonance and ludonarrative dissonance in order to highlight the fundamental difference between those two.\r\n\r\nWhen confronted with cognitive dissonance (i.e., our beliefs and actions not lining up) in our boring everyday lives, people can cope in a few ways. If someone&#8217;s actions conflict with their beliefs, they can change their beliefs, change their actions, or just ignore it [\u2026], but ludonarrative dissonance isn&#8217;t about your beliefs, it&#8217;s about the system&#8217;s imposed beliefs. <span class=\"abt_cite noselect mceNonEditable\">(Ballantyne, 2015)<\/span>.\r\n\r\nTo clarify, Ballantyne is telling us that ludonarrative dissonance only exists when the game \u201cthe system\u201d forces the acceptance of its beliefs onto players by not giving them any choices to cope with those beliefs. (Which is seemingly not always perceived negatively by Ballantyne, as we will see later.)\u00a0 In like manner, what Makedonski<span class=\"abt_cite noselect mceNonEditable\">(2012)<\/span> defines as \u201cthe roadblock to ludonarratively consistent games\u201d is very analogous. Indeed, from Makedonski&#8217;s point of view, \u201cthe developers, themselves\u201d are often responsible for the ludonarrative mismatch to be experienced in their own games. According to him, developers would have to \u201csurrender the power that they have over the story and put it in the player&#8217;s hands\u201d <span class=\"abt_cite noselect mceNonEditable\">(Makedonski, 2012)<\/span>.\r\n\r\nHence, Makedonski is advocating here for the adoption by game developers of the story-telling methodology that Schell<span class=\"abt_cite noselect mceNonEditable\">(2008)<\/span> is calling the \u201cstory machine\u201d, or what is more recently referred to as <strong>emergent narratives<\/strong>. Games that don&#8217;t have a specific story to tell, but offering many potentialities of stories to be experienced by the player.\r\n<h3>Dissonant Ludonarrative Perceptions<\/h3>\r\n<h5>Ludonarrative biases<\/h5>\r\nMaybe because of the negative subjacent meaning of the term dissonance, much of the literature that was produced around the term of ludonarrative dissonance, seem to be pinpointing it as an intrinsically negative aspect of videogame narration. Strangely enough, most of the articles making this assumption also seem to suffer from what could be called the \u201cavatar bias.\u201d The avatar bias being the assumption that a controllable character in a videogame always has to be considered as the avatar of the player.\r\nFor instance, when summarizing Hocking&#8217;s accounts on the dissonant narrative structure of <em>Bioshock<\/em>, Makedonski is stating that \u201c<strong>anyone <\/strong>[any players] in this position had to merely accept that the game funneled <strong>them<\/strong> in that direction [or else they would have to quit playing]\u201d <span class=\"abt_cite noselect mceNonEditable\">(Makedonski, 2012)<\/span>, as if there couldn&#8217;t be a relation of alterity between the player and the controllable character. Same for Hocking himself, for whom blog post the lexical field referring to the game&#8217;s main character \u2014 \u201cif <strong>I<\/strong> reject\u201d, \u201c<strong>I<\/strong> can help\u201d, \u201cand if <strong>I<\/strong> choose\u201d (Hocking, 2007) \u2014 is often self-referential. Of course, with <em>Bioshock<\/em> featuring a first person camera, it is quite understandable that many players will assume that the character is their avatar, but the same phenomenon of dissonance can be perceived in games with playable objects that are way more characterized. Before diagnosing ludonarrative dissonance in a game, one should maybe ask if the ludonarrative dissonance would still be there once the alterity of the controlled character is accepted by the player. If it disappears, it might then mean that we were rather facing cognitive dissonance instead. In a movie, for example, the codes of the medium can help to create an identification with a position that the viewer might averse to take in real life, that\u2019s the very principle of having such things as antiheroes. Even when taking into account the possibility that a game character is not always meant to be considered entirely as the player&#8217;s avatar, it does not erase the ludonarrative dissonance; instead, it might help us shed new light on the concept. Create a vision of the concept that would be less negatively tainted. Similarly, Daniel Dunne <span class=\"abt_cite noselect mceNonEditable\">(2014)<\/span>, when advocating for a multimodal scope in game studies, laments the negative aura surrounding ludonarrative dissonance (Dune, 2014, p.1). Seemingly, for him, this negative vision of ludonarrative dissonance is a cue on a \u2014 biased \u2014 consensus among many game scholars for implicitly denying the multimodal or ergodic nature of games <span class=\"abt_cite noselect mceNonEditable\">(Dunne, 2014, p.3)<\/span>.\r\n<h5>Ludonarrative potentiality<\/h5>\r\nTilo Hartmann and Peter Vorderer <span class=\"abt_cite noselect mceNonEditable\">(2010)<\/span> who wrote an article about \u201cmoral disengagement\u201d in videogames, also addressed the issue of dissonance, more precisely in violent videogames. When advocating that \u201cvirtual violence is only enjoyable when it comes with no or minimal <em>costs<\/em>,\u201d they state that \u201cdistressful concerns\u201d like \u201cguilt\u201d are more likely to emerge when the game&#8217;s moral standards are dissonant with the player&#8217;s own values <span class=\"abt_cite noselect mceNonEditable\">(Hartmann &amp; Vorderer, 2010)<\/span>. Even though the issue they are addressing here, is closer to the concept of cognitive dissonance, it might also be highlighting a form of <strong>emotional potential<\/strong> of ludonarrative dissonance. Indeed, we are touching here a concept that might explain how a certain gamut of emotions can be triggered only through gameplay.\u00a0 In a conference at Vancouver Art Gallery, Will Wright<span class=\"abt_cite noselect mceNonEditable\">(2008)<\/span>, the famous game designer behind Sim City, was stating about games \u2014 in comparison to movies \u2014 that they \u201cdo not have an inferior emotional palate, but &#8216;rather a different one&#8217; &#8211; feelings such as pride, guilt, and accomplishment, which are commonly felt when playing games, are not felt in the viewers of films\u201d<span class=\"abt_cite noselect mceNonEditable\">(as cited in James &amp; Remo, 2008)<\/span>.\r\nEven if Will Wright makes this statement to plead \u2014 like many \u2014 for the advent of emergent games, and to criticize game designers suffering from what he calls \u201cfilm envy\u201d, it is nonetheless implying that \u2014 just as filmmakers embrace the full emotional palate of their medium \u2014 game designers should do just the same, except with different emotions.\r\n<h3>Coping with Ludonarrative Issues in Game Design<\/h3>\r\n<h5>The quest for harmony<\/h5>\r\nThe use of the term dissonance suggests that the developer should be aiming for some sort of ludonarrative harmony. A harmony that is by its musical definition, an unattainable goal, as long as there is still any form of dissonance disturbing it. A goal that most of the literature on the subject indirectly imply as their own. Being now conscious of the ways narrative and ludic structures can contradict within a game, game designers should become more prone to create strategies to avoid this form of dissonance.\r\n\r\nHowever, most of those who wrote on the matter seem to be pointing in the same direction: the annihilation of any form of pre-built narrative structure. A method that \u2014 in their eyes \u2014 would finally allow videogames to become coherent and harmonious. The inferred hypothesis behind this idea being that, games cannot reach harmony if game developers are trying to tell players a story. The idea is not that game developers should abandon creating games where players will experience a story, but that, game developers should abandon being authors of their game&#8217;s story. Thus, many are looking at games based on emergent gameplay as a potential solution to be rid of any form of ludonarrative dissonance. In Makedonsky&#8217;s words:\r\n\r\nthis would require the creators to focus on molding a world where anything could happen. Essentially, it would ask the developers not care so much about providing the experience that they visualized, but rather that they provide the means for an experience to occur. <span class=\"abt_cite noselect mceNonEditable\">(Makedonski, 2012)<\/span>.\r\n\r\nIn a paper written for an FDG conference, Simon Chauvin, Guillaume Levieux, Jean-Yves Donnart &amp; Stephane Natkin<span class=\"abt_cite noselect mceNonEditable\">(2014)<\/span>,\u00a0 are trying to figure out a methodology for creating emergent game narratives, in order to provide the player with a satisfying ludonarrative experience. Within this article, the authors are attempting to present what they consider being five essential characteristics of emergent narratives: \u201ccoherence, agency, possibility space, uncertainty and co-authoring\u201d <span class=\"abt_cite noselect mceNonEditable\">(Chauvin <em>et al.<\/em>, 2014, p.1)<\/span> They first define coherence under two conditions, <em>consistency<\/em> and \u201cpersistence\u201d<span class=\"abt_cite noselect mceNonEditable\">(Chauvin <em>et al.<\/em>, p.2)<\/span> Consistency is for the rules of the game and the mechanics which should stay coherent and rational all across the game world. In emergent games, all objects of the same type \u2014 or class, as programmers may say \u2014 would behave consistently on a similar pattern. Persistence is for the effect of the player&#8217;s actions which should permanently affect the game state. To put it simply, if, in an emergent game, a rock can be broken with a hammer, every other similar rock should be breakable with a hammer; and if the player breaks a rock somewhere, that rock should basically stay in its broken state. Agency is simply the possibility for the player to have an impact in what they call a \u201cdynamic, responsive world\u201d<span class=\"abt_cite noselect mceNonEditable\">(Chauvin <em>et al.<\/em>, p.2)<\/span>. Developing on the previous concept of coherence, they state that an emergent game world, with its coherent rules, is more prone to allow players to plan their actions and anticipate the consequences, as one would do in the real world. In their essay, they describe possibility space as the \u201cset of game states that can be attained through play.\u201d To illustrate the effect of a large possibility space, they take the example of permanent death. When restarting to play in a linear game, would mean experiencing the same story again; in an emergent game, restarting the game after a permanent death would open totally new possibilities; especially in a world that would have evolved through the previous play. The wide possibility space of emergent games brings up the concept of uncertainty. When explaining their concept of uncertainty; the authors are stating that \u201cit can be impossible for players to monitor every action taken by each entity of the game world.\u201d What is implied in this statement might also be that every game object should have the ability to change the game state, just like the player. Even if the article itself doesn&#8217;t really dig into the subject, it is somehow putting an emphasis on the importance of AIs in the creation of emergent narratives. The last parameter they describe is co-authoring, a word they use to say that the game creator leaves control over the story to the player. \u201cAuthors do not intervene or impose mandatory events; rather they build a constrained space in which players are free to come and go as they please.\u201d(Chauvin <em>et al.<\/em>, p.2). Chauvin and his collaborators are suggesting that games with emergent narratives should target a specific audience of players that would have the creativity to assume the roles of \u201cboth player and director\u201d<span class=\"abt_cite noselect mceNonEditable\">(p.3)<\/span>. The collaboration from the game author here only comes from providing the story-telling assets to the player. And the article goes event further by suggesting that the freedom to create \u2014 or more precisely code \u2014 new story-telling assets should also be given to players. However it feels like following the latter idea literally, would rather lead us to the creation of a powerful story-telling tool for game engines. Then again, we might wonder if \u2014 in an actual game \u2014 such mechanics implying a necessity to code, would not be as emersive in the end, as ludonarrative dissonance?\r\n\r\nIt might also to be taken into consideration that emergent game-play might be \u201ctoo mechanical\u201d to favor a truly immersive experience. As an answer to ludonarrative dissonance, some propose the opposite approach to emergent gameplay. In her thesis about <em>The Last of Us<\/em><span class=\"abt_cite noselect mceNonEditable\">(2013)<\/span>, Karen Stanley <span class=\"abt_cite noselect mceNonEditable\">(2014)<\/span> analyses how the game is making an elegant interlacing of scripted events and game-play in order to avoid dissonance. When addressing the behavior of the companion AI in the game, she states that \u201cthe subtlety of the events is the key in maintaining player immersion\u201d and that events that are \u201ctoo obviously scripted or repeated in the same manner\u201d can cause \u201cdistance between the companion AI and the player.\u201d<span class=\"abt_cite noselect mceNonEditable\">(Stanley, 2014)<\/span>. What we can fear with emergent narratives, is that their deeply mechanical \u2014 or automated \u2014 nature, might have them falling into this form of emersion described by Stanley. However, for the writer Matthew Burns<span class=\"abt_cite noselect mceNonEditable\">(2012)<\/span>, the whole \u201cmechanics vs. narrative\u201d debate is a \u201cfalse dichotomy\u201d, he&#8217;s rather pointing at the omnipresence of the combat mechanics as responsible for the dissonance that can happen between those two. For this reason, he states that \u201cgames that explicitly exclude combat\u2014 such as\u00a0<em>Dear Esther<span class=\"abt_cite noselect mceNonEditable\">[2012]<\/span><\/em>,\u00a0<em>Journey<span class=\"abt_cite noselect mceNonEditable\">[2012]<\/span><\/em>, and others of their kind\u2014\u00a0seem so promising right now. As an industry, we still haven\u2019t developed anything as mechanically complex as our combat, but at least we\u2019ve figured out that we\u00a0<em>can<\/em>\u00a0remove it. \u201c<span class=\"abt_cite noselect mceNonEditable\">(Burns, 2012)<\/span>.\r\n<h5>Toward a purposely &#8216;ludonarratively dissonant&#8217; game design<\/h5>\r\nAs we saw, many authors who reutilized the concept coined by Hocking seem to advocate for emergent narratives as the ultimate cure for the evil of ludonarrative dissonance. However, among the literature reviewed, the point of view defended by Ballantyne is truly standing out. Indeed Ballantyne seems to be one of the only authors who&#8217;s advocating for purposely using ludonarrative dissonance as a story-telling tool instead of putting so many efforts into avoiding it. For Ballantyne, \u201cif we are not given the allowance to change our play-style or ignore the contradictions, we&#8217;re only left to justify the dissonance\u201d, still in his own words, it \u201cmight not be the worst thing in the world to [\u2026] be forced to think why it&#8217;s there.\u201d<span class=\"abt_cite noselect mceNonEditable\">(Ballantyne, 2015)<\/span>. It seems that Frasca<span class=\"abt_cite noselect mceNonEditable\">(2001)<\/span> in an essay about <em>The Sims<\/em> (which was not yet referring to <em>Ludonarrative Dissonance<\/em>) was probably agreeing with Ballantyne&#8217;s standpoint. Frasca was stating that the characters in <em>The Sims<\/em> were \u201cflat\u201d because they avoided any form of ideological conflict. Frasca was comparing videogame to drama, and stating that <em>The Sims<\/em> probably corresponded to an Aristotelian vision of drama \u2014 with an emphasis on immersion before all. Frasca was doing so to propose a solution which would be aligned with Bertolt Brecht\u2019s idea of drama. For Brecht<span class=\"abt_cite noselect mceNonEditable\">(1964)<\/span> theater could take a form that could be non-aristotelian, where the viewers \u2014 and also the performers \u2014 would be purposely pulled out of immersion in order to create an interactive and dialectical relation to the performance. The solution proposed by Frasca was to give the player control over the drama by implementing themselves some character traits (like alcoholism, depression) to create what he calls \u201cmeans of consciousness raising.\u201d Even if it doesn\u2019t necessarily proceed by giving control over the code of the game as advocated by Frasca, this notion of ludonarrative dissonance may have exactly the effect of \u201cconsciousness raising\u201d that Frasca was aiming for.\r\n\r\nEven when their content is controversial, games will generally tend to avoid ludonarrative dissonance. If we take a classic example, a game like the wonderful <em>Silent Hill 2<\/em><span class=\"abt_cite noselect mceNonEditable\">(2001)<\/span><em>;<\/em> despite addressing themes like guilt or remorse, will address those themes by detaching them from the main character. To symbolize the main character&#8217;s guilt, they introduced the character of \u201cPyramid Head,\u201d a purposely faceless foe that cannot be killed. The player \u2014 and his character \u2014 are always only witnessing the horrendous actions of this monster. A monster, which is nonetheless probably an avatar of the character controlled by the player. At the time the game was released, it was an incredibly inventive way to address such provoking themes in a video game. However, it would be interesting to see more recent games addressing these kinds of themes through a rationalized use of ludonarrative dissonance.\r\n\r\nStanley, writing about <em>The Last of Us<\/em>, highlights an interesting moment in the game. At some point, there is a momentary disruption of one of the game mechanics the player has gotten used to. One of the recurring mechanics of the game was the ability to lift Ellie, the main character&#8217;s companion AI, on Joel&#8217;s shoulder; so she could do something to open the way for Joel. Along the game, the player gets used to this recurring mechanics as part of what might be the rules of the game.\r\n\r\nHowever at a certain moment, the player can press the button to call Ellie, but she doesn&#8217;t come.\r\nThis disruption of a recurring gameplay pattern creates a kind of, momentary ludonarrative dissonance.\r\nBut at the same time, it tells us something more about Ellie at this precise moment of the game. She is sitting far away from Joel because she is emotionally hurt, even more than usual <span class=\"abt_cite noselect mceNonEditable\">(Stanley, p.11)<\/span>. This same principle of disruption of the gameplay routine as a potential semiotic tool for narration is something that was also identified by Seraphine<span class=\"abt_cite noselect mceNonEditable\">(2014)<\/span> in a Kindle publication where he explains that changing a game mechanics or making it disappear will sometimes have the ability to create meaning about the game world or its characters.\r\n\r\nThis moment of dissonance in the gameplay of <em>The Last of Us<\/em> is only momentary, and in the end, it is highlighting the narrative structure of the game. However, the game&#8217;s true stroke of genius is that it was hiding the narrative structure&#8217;s <strong>directives<\/strong>, behind changes in the ludic structure&#8217;s <strong>incentives<\/strong>. The disruption of the game mechanics that the player got used to, suddenly creates a new incentive within the game-play. The player needs to walk toward Ellie \u2014 the player needs her to go further, and is probably not going there with the intention to cheer her up \u2014 but through a masterful use of incentives, the game manages to have the player acting in the best interest of the story&#8217;s dramatic tension. And this might be only a tiny example of the potential use of ludonarrative dissonance as a game-design tool.\r\n<h3>Conclusion<\/h3>\r\nThrough the different analyses of debates on the term ludonarrative dissonance, it became clearer that the real issue behind dissonance was coming from the opposition between incentives and directives in the narrative structure on one side and the ludic structure on the other side.\u00a0 To face this issue, some scholars and designers advocate for the use of emergent narratives, as an intrinsically more harmonious way to create narrative experiences within games. Others are advocating for more interconnections between the ludic and the narrative structure, as it permits a form of guided storytelling that feels harmonious to the player. But one interesting alternative that stands out is the purposeful use of this dissonance, in order to create interrogations or dissonant feelings in the player&#8217;s mind. And after all, despite all the debates it sparked, this might have been exactly the goal pursued by the designers of <em>Bioshock<\/em>. The game tries to draw our attention on the linear play that most FPS usually put us through. Atlas gives directives by addressing the player with a very polite \u201cWould you kindly\u201d, but when the game reveals that you were manipulated by Atlas, it actually draws the attention to the clich\u00e9s of linear gameplay. The debates it sparked shows us that this game actually <strong>had<\/strong> an influence on the way we think about games. \u00a0Recently, the French studio Dontnod Entertainment \u2014 famous for their previous game <em>Life is Strange<\/em><span class=\"abt_cite noselect mceNonEditable\">(2015)<\/span> \u2014\u00a0 announced a game called <em>Vampyr<\/em><span class=\"abt_cite noselect mceNonEditable\">(2016)<\/span>. A game where the player controls a doctor during the epidemic of Spanish influenza. A doctor, who also happens to be a vampire, is forced to drink people&#8217;s blood in order to survive. The game seems to be based on the dissonance between trying to save people&#8217;s life from influenza \u2014 which is your duty as a doctor \u2014 and the incentive of the gameplay which pushes you to drink people&#8217;s blood in order to survive and become stronger. The trailer of the game ends with the following sentence: \u201cI did not choose the thing that I&#8217;ve become, but I can choose the lives that I&#8217;ll not take \u2026 Cursed be the choice&#8230;\u201d\u00a0 <span class=\"abt_cite noselect mceNonEditable\">(Focus Entertainment, 2016, 1:17-1:30)<\/span>.\u00a0 It seems that more games in the near future might use ludonarrative dissonance as a way to tell more compelling stories. In essence, stories are about characters and the most interesting stories are often told with dissonant characters; as it is the surprise, the disturbance, the accident, the sacrosanct disruptive element, that justifies the very act of telling a story.\r\n<h3>Acknowledgments<\/h3>\r\nAs always, I would like to thank the Professor Akira Baba for his solid support and for his trust. I would also like to thank the Professor Karlin for his essential help in narrowing the focus of this paper. And finally, I would like to show my gratitude to Ms. Fernanda Branz and Mr. Philip Leth M\u00f6ller for proof-reading this article and giving sound and useful comments.\r\n<p style=\"text-align: right;\"><strong>F.S.<\/strong><\/p>\r[\/et_pb_text][\/et_pb_column][et_pb_column type=&#8221;1_4&#8243; _builder_version=&#8221;4.15.1&#8243; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2022\/03\/IMG_1924.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding=&#8221;15px|25px||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; custom_padding__hover=&#8221;|||&#8221; title_text=&#8221;IMG_1924&#8243; sticky_enabled=&#8221;0&#8243;][et_pb_sidebar orientation=&#8221;right&#8221; area=&#8221;sidebar-1&#8243; admin_label=&#8221;Sidebar&#8221; _builder_version=&#8221;4.15&#8243; remove_border=&#8221;off&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_sidebar][et_pb_text admin_label=&#8221;Text&#8221; _builder_version=&#8221;4.15&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; custom_padding=&#8221;15px|10px|10px|10px&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; global_colors_info=&#8221;{}&#8221;]<h3>References<\/h3>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Chauvin, S. Levieux, G. Donnart, J.Y. &amp; Natkin, S.(2014, April ). An Out-of-Character Approach to Emergent Game Narratives. Paper presented at Foundations of Digital Games 2014, Ft. Lauderdale, Florida. Research Gate<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Brecht, B.(1964). Brecht on Theatre. Ed. Willet, J. London: Methuen Drama.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Burns, M. S.(2012, May 1) Dumbness in Games, or, The Animal as a System [Blog post] Magical Wasteland. Retrieved July 13, 2016 from <a href=\"http:\/\/www.magicalwasteland.com\/notes\/2012\/5\/1\/dumbness-in-games-or-the-animal-as-a-system.html\">http:\/\/www.magicalwasteland.com\/notes\/2012\/5\/1\/dumbness-in-games-or-the-animal-as-a-system.html<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Huck ,J. &amp; Remo, C.(June 09, 2008) Exclusive: Will Wright \u2013 Video Games Close to &#8216;Cambrian Explosion&#8217; of Possibilities. [Blog post]. Gamasutra. Retrieved July 12, 2016 from <a href=\"http:\/\/www.gamasutra.com\/view\/news\/109886\/Exclusive_Will_Wright__Video_Games_Close_To_Cambrian_Explosion_Of_Possibilities.php\">http:\/\/www.gamasutra.com\/view\/news\/109886\/Exclusive_Will_Wright__Video_Games_Close_To_Cambrian_Explosion_Of_Possibilities.php<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Hartmann, T. &amp; Vorderer, P.(2010) It&#8217;s Okay to Shoot a Character: Moral Disengagement in Violent Video Games. Journal of Communication, 60(1), 94-119.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Hocking, C.(October 07, 2007) Ludonarrative Dissonance in Bioshock: The problem of what game is about [Blog post]. Click Nothing, TypePad. Retrieved June 29, 2016 from <a href=\"http:\/\/clicknothing.typepad.com\/click_nothing\/2007\/10\/ludonarrative-d.html\">http:\/\/clicknothing.typepad.com\/click_nothing\/2007\/10\/ludonarrative-d.html<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Stanley, K.(2014). Ludonarrative Dissonance: Interlacing the Narrative and Ludic Structure Together in The Last of Us (Bachelor dissertation, University of Hertfordshire). Retrieved June 15, 2016 from <a href=\"http:\/\/gamecloud.net.au\/features\/wwwtf\/twwwtf-ludonarrative-dissonance\">http:\/\/kazperstan.co.uk\/wp-content\/uploads\/2015\/01\/StanleyKaren_LastofUs.pdf<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Makedonski, B.(2012, September 26). Ludonarrative Dissonance: The roadblock to realism [Blog post]. Destructoid. Retrieved June 30 2016 on <a href=\"http:\/\/kazperstan.co.uk\/wp-content\/uploads\/2015\/01\/StanleyKaren_LastofUs.pdf\">https:\/\/www.destructoid.com\/ludonarrative-dissonance-the-roadblock-to-realism-235197.phtml<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Dunne, D.(2014, December) Multimodality or Ludo-Narrative Dissonance: Duality of Presentation in Fringe Media. Paper presented at the 2014 Conference on Interactive Entertainment, University of Newcastle, Australia. ACM.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Frasca, G.(2001) Rethinking Agency and Immersion: videogames as a means of consciousness-raising. Digital Creativity, 12(3), 167-174.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Schell, J.(2008). The Art of Game Design: A book of lenses. [Kindle version] Taylor and Francis.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Seraphine, F.(2014). The Intrinsic Semiotics of Video-Games: In search of games\u2019 narrative potential. [Kindle version] KDP. DOI: 10.13140\/RG.2.2.19968.02560\/1<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Ballantyne, N.(2015, February 15). The What, Why &amp; WTF: Ludonarrative Dissonance [Blog post] GameCloud. Retrieved June 30, 2016 from <a href=\"http:\/\/gamecloud.net.au\/features\/wwwtf\/twwwtf-ludonarrative-dissonance\">http:\/\/gamecloud.net.au\/features\/wwwtf\/twwwtf-ludonarrative-dissonance<\/a><\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Focus Entertainment. (2016). [E3 2016] Vampyr \u2013 E3 Trailer. [Youtube video]. Retrieved July 1, 2016 from <a href=\"https:\/\/www.youtube.com\/watch?v=7KK4NoMKOMs\">https:\/\/www.youtube.com\/watch?v=7KK4NoMKOMs<\/a><\/div>\r\n<\/div>\r[\/et_pb_text][et_pb_text admin_label=&#8221;Text&#8221; _builder_version=&#8221;4.15&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; custom_padding=&#8221;15px|10px|10px|10px&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; global_colors_info=&#8221;{}&#8221;]<h3>Ludography<\/h3>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Levine, K. &amp; Hellquist, P.(2007). Bioshock [Videogame] 2K Boston\/2K Australia. Novato: 2K Games.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Morgan, J.(2012). Dear Esther [Videogame for computer]. The Chinese Room. Steam<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Chen, J.(2012). Journey [Videogame for computer]. Thatgamecompany. Steam<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Raoul, B. &amp; Koch, M.(2015). Life is Strange [Videogame]. Dontnod. Levallois-Perret : Square Enix France.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Hartmann, T. &amp; Vorderer, P.(2010) It&#8217;s Okay to Shoot a Character: Moral Disengagement in Violent Video Games. Journal of Communication, 60(1), 94-119.<\/div>\r\n<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">Tsuboyama, M.(2001). Silent Hill 2 [Videogame for Playstation 2]. Team Silent. Tokyo: Konami.<\/div>\r\n<\/div>\r\n<div class=\"csl-entry hanging-indent\">Druckmann, N. &amp; Straley, B.(2013). The Last of Us [Videogame for Playstation 3] Naughty Dog, San Mateo: Sony Computer Entertainment<\/div>\r\n<div>\r\n<div class=\"csl-entry hanging-indent\">8. Moreau, P.(2016). Vampyr [Unreleased video game for Windows, Playstation 4, Xbox One, to be released in 2017]. Dontnod. Levallois-Perret : Square Enix France.<\/div>\r\n<\/div>\r[\/et_pb_text][\/et_pb_column][\/et_pb_row][\/et_pb_section][et_pb_section fb_built=&#8221;1&#8243; inner_shadow=&#8221;on&#8221; custom_padding_last_edited=&#8221;on|desktop&#8221; admin_label=&#8221;section&#8221; _builder_version=&#8221;4.15.1&#8243; background_color=&#8221;rgba(255,255,255,0)&#8221; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2022\/03\/IMG_1926.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding_tablet=&#8221;50px|0|50px|0&#8243; hover_enabled=&#8221;0&#8243; transparent_background=&#8221;on&#8221; padding_mobile=&#8221;off&#8221; make_fullwidth=&#8221;off&#8221; use_custom_width=&#8221;off&#8221; width_unit=&#8221;on&#8221; global_colors_info=&#8221;{}&#8221; title_text=&#8221;IMG_1926&#8243; sticky_enabled=&#8221;0&#8243; custom_padding_phone=&#8221;50px|0|50px|0&#8243;][et_pb_row padding_mobile=&#8221;off&#8221; column_padding_mobile=&#8221;on&#8221; 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custom_padding=&#8221;10px|6px|10px|6px&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; hide_prev=&#8221;off&#8221; hide_next=&#8221;off&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_post_nav][\/et_pb_column][et_pb_column type=&#8221;1_3&#8243; _builder_version=&#8221;4.15.1&#8243; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2022\/03\/IMG_1924.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding=&#8221;|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; custom_padding__hover=&#8221;|||&#8221; title_text=&#8221;IMG_1924&#8243; sticky_enabled=&#8221;0&#8243;][et_pb_button button_url=&#8221;https:\/\/www.academia.edu\/28205876\/Ludonarrative_Dissonance_Is_Storytelling_About_Reaching_Harmony&#8221; url_new_window=&#8221;on&#8221; button_text=&#8221;PDF on Academia&#8221; button_alignment=&#8221;center&#8221; admin_label=&#8221;Button&#8221; _builder_version=&#8221;3.16&#8243; button_letter_spacing_hover=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; button_text_size__hover_enabled=&#8221;off&#8221; button_one_text_size__hover_enabled=&#8221;off&#8221; button_two_text_size__hover_enabled=&#8221;off&#8221; button_text_color__hover_enabled=&#8221;off&#8221; button_one_text_color__hover_enabled=&#8221;off&#8221; button_two_text_color__hover_enabled=&#8221;off&#8221; button_border_width__hover_enabled=&#8221;off&#8221; button_one_border_width__hover_enabled=&#8221;off&#8221; button_two_border_width__hover_enabled=&#8221;off&#8221; button_border_color__hover_enabled=&#8221;off&#8221; button_one_border_color__hover_enabled=&#8221;off&#8221; button_two_border_color__hover_enabled=&#8221;off&#8221; button_border_radius__hover_enabled=&#8221;off&#8221; button_one_border_radius__hover_enabled=&#8221;off&#8221; button_two_border_radius__hover_enabled=&#8221;off&#8221; button_letter_spacing__hover_enabled=&#8221;on&#8221; button_letter_spacing__hover=&#8221;0&#8243; button_one_letter_spacing__hover_enabled=&#8221;off&#8221; button_two_letter_spacing__hover_enabled=&#8221;off&#8221; button_bg_color__hover_enabled=&#8221;off&#8221; button_one_bg_color__hover_enabled=&#8221;off&#8221; button_two_bg_color__hover_enabled=&#8221;off&#8221;][\/et_pb_button][\/et_pb_column][et_pb_column type=&#8221;1_3&#8243; _builder_version=&#8221;4.15.1&#8243; background_image=&#8221;https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2022\/03\/IMG_1925.jpg&#8221; parallax=&#8221;on&#8221; parallax_method=&#8221;off&#8221; custom_padding=&#8221;|||&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; custom_padding__hover=&#8221;|||&#8221; title_text=&#8221;IMG_1925&#8243; sticky_enabled=&#8221;0&#8243;][et_pb_team_member name=&#8221;Frederic SERAPHINE&#8221; position=&#8221;PhD Candidate at The University of Tokyo&#8221; facebook_url=&#8221;https:\/\/www.facebook.com\/seraphinefrederic\/&#8221; linkedin_url=&#8221;https:\/\/www.linkedin.com\/in\/seraphine&#8221; admin_label=&#8221;Person&#8221; _builder_version=&#8221;4.15&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; custom_padding=&#8221;10px|6px|10px|6px&#8221; animation=&#8221;fade_in&#8221; use_border_color=&#8221;off&#8221; border_color=&#8221;#ffffff&#8221; border_style=&#8221;solid&#8221; global_colors_info=&#8221;{}&#8221;][\/et_pb_team_member][\/et_pb_column][\/et_pb_row][\/et_pb_section]\n","protected":false},"excerpt":{"rendered":"<p>Abstract This paper is a literature review focusing on the term \u201cLudonarrative Dissonance\u201d which was coined by the game designer and scriptwriter Clint Hocking in a blog post from 2007. Through diverse blog posts and academic papers that reused the term, this essay is attempting to identify a definition of the concept that factors the [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":315,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_et_pb_use_builder":"on","_et_pb_old_content":"","_et_gb_content_width":""},"categories":[10,5],"tags":[27,28,24,21,23,25,26,22],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v14.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Ludonarrative Dissonance:  Is Storytelling About Reaching Harmony? - Frederic SERAPHINE<\/title>\n<meta name=\"description\" content=\"Fr\u00e9d\u00e9ric SERAPHINE&#039;s original literature review on Ludonarrative Dissonance &quot;is Storytelling about Reaching Harmony?&quot;\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ludonarrative Dissonance:  Is Storytelling About Reaching Harmony? - Frederic SERAPHINE\" \/>\n<meta property=\"og:description\" content=\"Fr\u00e9d\u00e9ric SERAPHINE&#039;s original literature review on Ludonarrative Dissonance &quot;is Storytelling about Reaching Harmony?&quot;\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/\" \/>\n<meta property=\"og:site_name\" content=\"Frederic SERAPHINE\" \/>\n<meta property=\"article:published_time\" content=\"2016-09-02T07:55:13+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2022-03-24T08:32:41+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2016\/09\/image1-3.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"2048\" \/>\n\t<meta property=\"og:image:height\" content=\"1536\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebSite\",\"@id\":\"https:\/\/www.fredericseraphine.com\/#website\",\"url\":\"https:\/\/www.fredericseraphine.com\/\",\"name\":\"Frederic SERAPHINE\",\"description\":\"Creative Innovator and Game Scholar\",\"publisher\":{\"@id\":\"https:\/\/www.fredericseraphine.com\/#\/schema\/person\/2582cd4aa9ae0e680a45b95b8853db8b\"},\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":\"https:\/\/www.fredericseraphine.com\/?s={search_term_string}\",\"query-input\":\"required name=search_term_string\"}],\"inLanguage\":\"en-US\"},{\"@type\":\"ImageObject\",\"@id\":\"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/#primaryimage\",\"inLanguage\":\"en-US\",\"url\":\"https:\/\/www.fredericseraphine.com\/wp-content\/uploads\/2016\/09\/image1-3.jpg\",\"width\":2048,\"height\":1536},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/#webpage\",\"url\":\"https:\/\/www.fredericseraphine.com\/index.php\/2016\/09\/02\/ludonarrative-dissonance-is-storytelling-about-reaching-harmony\/\",\"name\":\"Ludonarrative Dissonance: Is Storytelling About Reaching Harmony? 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