Ludonarrative Harmony

When what you do (ludo) and what you're told (narrative) reinforce each other. The mechanics and the story say the same thing.

Practice - what you do

Harmony vs. Dissonance

Ludonarrative harmony is when mechanics and narrative point the same direction. What you do is what the story is about.

Ludonarrative dissonance is when they contradict: the story says one thing, the gameplay says another.

The Classic Dissonance

Uncharted's Nathan Drake is a likable everyman in cutscenes. In gameplay, he kills hundreds of people without hesitation or consequence.

The story says: charming adventurer.
The gameplay says: mass murderer.

This contradiction is ludonarrative dissonance. The two channels of meaning are out of sync.

Harmony in Practice

Videogame How mechanics reinforce narrative
Journey Cooperation mechanics support theme of connection
Brothers: A Tale of Two Sons Control scheme embodies the relationship
Papers, Please Bureaucratic mechanics create complicity
Celeste Difficulty mechanics mirror struggle with mental health
Shadow of the Colossus Mounting and stabbing creates ambivalence about killing

In each case, the feeling of playing matches the meaning of the story.

Three Relationships

Harmony: Mechanics and narrative point the same direction. Journey: You walk toward a mountain. You meet strangers. You help each other. The mechanics ARE the theme.

Dissonance: Mechanics and narrative contradict. BioShock: "A man chooses, a slave obeys" - but you have no choice but to follow the objective markers.

Productive Tension: The contradiction is the point. Spec Ops: The Line: You play a shooter, but the videogame wants you to feel sick about shooting. The dissonance indicts the genre.

Achieving Harmony

Start with verbs: What will the player do most? That's what your videogame is about, regardless of your narrative intentions. Design story to match.

Audit your mechanics: For each mechanic, ask: what does this say? A regenerating health system says "damage is temporary." A permanent death system says "death is final." Do those statements match your story?

Use mechanics for theme: Don't just tell a story about loss - make the player lose something. Don't just tell a story about connection - make the player depend on someone.

Accept constraints: If your videogame is a shooter, it's about shooting. You can critique shooting (Spec Ops), but you can't pretend you're not making a videogame about shooting.

Exercise: Dissonance Hunt

Play a videogame and identify every instance of ludonarrative dissonance you can find. Then classify each: accidental, harmful, or productive?


Related

Glossary Terms