Naughty Dog: Ludonarrativ dissonans vil altid være en del af Uncharted

Tekst: Magnus Groth-Andersen
Publiceret 2017-06-27

Ludonarrativ dissonans opstår når et spils historie modspiller dets mekanikker. Eksempelvis er det svært at tro at Nathan Drake kan være spillets helt, når han praktisk talt myrder sig igennem tusindvis af fjender for at opnå sine mål. Det er den slags vi som spillere forlader inden vi samler controlleren op, og nu siger Naughty Dog at det altid vil være en del af serien.

I et interview med Metro fortæller forfatter hos Naughty Dog, Josh Scherr, at denne dissonans altid vil eksistere, for det er ikke muligt for en spilserie som Uncharted ikke at have en uoverensstemmelse imellem gameplay og historie.

Herunder forklarer netop denne unikke problemstilling opstår i spillenes verden, og vi har inkluderet hele hans fascinerende svar.

"The answer to that question is no, not really. The ludonarrative dissonance thing is an issue, and we're always aware of it. We sort of made fun of it in Uncharted 4 with the trophy where if you kill a thousand people you get a trophy. The thing is it's part of a willing suspension of disbelief.

Here's the thing: if an Indiana Jones movie was 12 hours long, or 14 hours long, he'd be killing just as many people as Nathan Drake. And that's kind of the thing. You make video games, you create conflict; this is how the conflict is resolved. And if you portray it realistically then you know Nate's gonna be curled up in a ball weeping after the combat.
So you have to set aside certain real world concerns for this stuff to work. Because you're essentially putting game characters in situations that would take most ordinary people and just put them in thearpy for the rest of their lives. And then you're asking them to do it repeatedly over the course of many hours.

So yeah, there's gonna be a disconnect, and we do what we can to alleviate it and just hope that the story carries you through enough that you ignore the fact that, you know... you're killing lots of people!

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