5/7/2023 0 Comments Phase coherence![]() This means that we say that a game has narrative consonance when the design choices for gameplay with playable characters are coherent with what the narrative tells about them. This entire article is nothing more than a very nice case study of what is called ludonarrative consonance, which is a kind of coherence between two levels of game design: gameplay and narrative. The concept of "ludonarrative consonance" and the proposal of Live A Live Thus, the execution of this phase of Live A Live is an excellent example for understanding coherence in game design, and that is what I will show in the next topics. This choice is directly related to the concept of prehistory, the theme of the plot, and the gameplay. Live A Live has eight subplots, each in a different time and space, and the one from Prehistory takes place in a cavernous environment with little vegetation, where a community of humans coexists without the use of spoken language. One of the most interesting cases that resulted from this style of proposal is that of Prehistory. In addition, it is a compilation of short stories, each with a gameplay suited to its narrative proposal. The plot has no unity, except at the end, thanks to a miraculous artifice. Source: Nintendo Blast.īuilding on a game of the same name released in 1994 and originally written and directed by Takashi Tokita, Team Asano’s remake of Live A Live has an experimental and subversive narrative design in relation to the long tradition of JRPGs. Official illustration of Live A Live (2022).
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