Skip to content
1981
Cyberpunk 2077
  • ISSN: 1757-191X
  • E-ISSN: 1757-1928

Abstract

This article proposes ludonarrative harmonies as an empirical approach for game analysis, using as a case study. This approach scrutinizes the dynamic relationship between story and play elements in a game, as the relationship changes dynamically during gameplay between consonance and dissonance. In this article, consonance is defined as the degree of cohesion between ludic and narrative elements in a game, whereas dissonance would describe a counterpoint, be it conflictive, complementary or otherwise furthering the aesthetic experience. Incoherence between story and play is described here as ludonarrative cacophony. Although inspired by Hocking’s posit of ludonarrative dissonance, this approach uses dissonance to describe a dynamic between elements, rather than qualifying the gameplay experience as antagonistic to the critic’s sensibilities. The intention is to provide a tool to identify general patterns in the relationship between a game’s ludic and narrative components.

Loading

Article metrics loading...

/content/journals/10.1386/jgvw_00050_1
2022-04-01
2024-12-14
Loading full text...

Full text loading...

References

  1. 2K Games ( 2007), BioShock, Boston and Canberra:: 2K Games;.
    [Google Scholar]
  2. Burden, Michael, and Gouglas, Sean. ( 2012;), ‘ The algorithmic experience: Portal as art. ’, International Journal of Computer Game Research, 12:2, n.pag., December, http://gamestudies.org/1202/articles/the_algorithmic_experience. Accessed 20 March 2021.
    [Google Scholar]
  3. ‘cacophony’ ( 2020), Lexico , Oxford:: Oxford University Press;, https://www.lexico.com/definition/cacophony. Accessed 20 March 2021.
  4. CD Projekt Red ( 2020), Cyberpunk 2077, Warsaw:: CD Projekt Red;.
    [Google Scholar]
  5. Dark Horse Books ( 2020), The World of Cyberpunk 2077, Milwaukie, OR:: Dark Horse Books;.
    [Google Scholar]
  6. Frasca, Gonzalo. ( 1999;), ‘ Ludology meets narratology: Similitude and differences between (video) games and narrative. ’, Parnasso, 3, n.pag.
    [Google Scholar]
  7. Frasca, Gonzalo. ( 2003;), ‘ Ludologists love stories, too: Notes from a debate that never took place. ’, DiGRA ’03: Proceedings of the 2003 DiGRA International Conference: Level Up, Utrecht, 4–6 November 2003.
    [Google Scholar]
  8. Freyermuth, Gundolf. ( 2015), Games, Game Design, Game Studies: An Introduction, Bielefel:: Transcript Verlag;.
    [Google Scholar]
  9. Galactic Cafe ( 2011), The Stanley Parable, Berlin:: Galactic Cafe;.
    [Google Scholar]
  10. Gronseth, Samuel. ( 2015;), ‘ Games as lit. 101: Ludonarrative harmony. ’, YouTube , 2 November, https://www.youtube.com/watch?v=n9fm7gtgW8U. Accessed 15 October 2020.
  11. Hepdinçler, Tolga. ( 2021;), ‘ The games on exhibition: Videogames as contemporary art. ’, in B. Bostan. (ed.), Games and Narrative: Theory and Practice, Cham:: Springer;, pp. 13542.
    [Google Scholar]
  12. Hocking, Clint. ( 2007;), ‘ Ludonarrative dissonance in BioShock. ’, Click Nothing , 7 October, https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html. Accessed 15 October 2020.
  13. Iwiński, Marcin. ( 2021;), ‘ Cyberpunk 2077: Our commitment to quality. ’, YouTube , 13 January, https://www.youtube.com/watch?v=O3V4UBZmC9o. Accessed 20 February 2021.
  14. Kamizoto ( 2015), The Is No Game, France:: Newgrounds;.
    [Google Scholar]
  15. Kholopova, Valentina. ( 1999;), ‘ Параметр экспрессии в музыкальном языке Софии Губайдулиной’ (‘The expression parameter in the music of Sofia Gubaidulina’). , in T. Grigoryevich,, S. Sergeevich, and T. Stefanovna. (eds), Music of the XX Century, Moscow Forum:: Moscow Conservatory;, pp. 15360.
    [Google Scholar]
  16. Koenitz, Hartmut,, Roth, Christian, and Dubbelman, Teun. ( 2021;), ‘ Educating interactive narrative designers: Cornerstones of a program. ’, Transactions of the Digital Games Research Association, 5:3, pp. 11745.
    [Google Scholar]
  17. Kostka, Stefan, and Payne, Dorothy. ( 1995), Tonal Harmony with an Introduction to Twentieth-Century Music, Baskerville:: McGraw-Hill, Inc;.
    [Google Scholar]
  18. Nintendo ( 1985), Super Mario Bros instruction booklet, Japan:: Nintendo;, https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAAAE.pdf. Accessed 20 March 2021.
    [Google Scholar]
  19. Olson, Dan. ( 2017;), ‘ Ludonarrative dissonance. ’, YouTube , 19 July, https://www.youtube.com/watch?v=04zaTjuV60A. Accessed 15 October 2020.
  20. Parncutt, Richard, and Hair, Graham. ( 2011;), ‘ Consonance and dissonance in music theory and psychology: Disentangling dissonant dichotomies. ’, Journal of Interdisciplinary Music Studies, 5:2, pp. 11966.
    [Google Scholar]
  21. Piggyback Interactive Limited ( 2020), Cyberpunk 2077: The Complete Official Guide-Collector’s Edition, Warsaw:: Piggyback Interactive Limited;.
    [Google Scholar]
  22. Pondsmith, Michael. ( 1990), Cyberpunk 2020: The Roleplaying Game of the Dark Future, Berkeley, CA:: R. Talsorian Games;.
    [Google Scholar]
  23. Quijano, Johansen. ( 2019), The Composition of Video Games, Jefferson, NC:: McFarland & Co;.
    [Google Scholar]
  24. Schoenberg, Arnold. ( 1983), Theory of Harmony (trans. R. E. Carter.), Berkeley and Los Angeles:: University of California Press;.
    [Google Scholar]
  25. Schreier, Jason. ( 2021;), ‘ Inside Cyberpunk 2077’s disastrous rollout: Developers say they knew the game wasn’t ready to be released publicly. ’, Bloomberg , 16 January, https://www.bloomberg.com/news/articles/2021-01-16/cyberpunk-2077-what-caused-the-video-game-s-disastrous-rollout. Accessed 20 February 2021.
  26. Silicon Knights ( 2002), Eternal Darkness: Sanity’s Requiem, St. Catharines:: Nintendo;.
    [Google Scholar]
  27. Starbreeze Studios ( 2013), Brothers: A Tale of Two Sons, Stockholm:: 505 Games;.
    [Google Scholar]
  28. Ubisoft ( 2003), Beyond Good and Evil, Montpellier:: Ubisoft;.
    [Google Scholar]
  29. Wardip-Fruin, Noah, and Harrigan, Pat. (eds) ( 2004), First Person: New Media as Story, Performance, and Game, Cambridge, MA:: MIT Press;.
    [Google Scholar]
  30. Zander, Benjamin. ( 2008;), ‘ The transformative power of classical music. ’, YouTube , 27 June, https://www.youtube.com/watch?v=r9LCwI5iErE. Accessed 20 March 2021.
  31. Saldivar, Diego. ( 2022;), ‘ Cyberpunk 2077: A case study of ludonarrative harmonies. ’, Journal of Gaming & Virtual Worlds, 14:1, pp. 3950, https://doi.org/10.1386/jgvw_00050_1
    [Google Scholar]
/content/journals/10.1386/jgvw_00050_1
Loading
This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error