You've just survived a firefight, your shield is depleted and your health is low. You must have taken over a hundred gunshot wounds but it's okay, thats how this fictional world works... right?
Wrong! A cutscene ensues and you are shot dead by a single bullet. Immersion = Broken.
This is an example of Ludonarrative Dissonance, essentially the disconnect from a games narrative and it's gameplay.
It can be a deal breaker for me when playing a game for the experience and story. You need to feel immersed and more importantly, you need to care about the characters and story.
When something reminds you that it's not real, this is broken and you start to lose interest.
In saying that however one does need to remember that a game is in fact not reality and leniences do need to be made.
An example would be a fantasy RPG game like the Witcher 3. Your goal is to find a missing girl and it is stressed that time is of the utmost importance, however you find yourself exploring and questing to find experience and treasure.
This is important to the game to add length, variability and more challenges. To me this is simply a limitation of games as a media platform and it would be a poorer experience without it.
It's a difficult topic and one that I feel becomes more relevant as video games progress. There are strong arguments to both sides however I think it definitely needs to be addressed by modern developers, but also needs to be accepted, to a point, by the gaming community.
http://www.destructoid.com/ludonarrative-dissonance-the-roadblock-to-realism-235197.phtml
Wrong! A cutscene ensues and you are shot dead by a single bullet. Immersion = Broken.
This is an example of Ludonarrative Dissonance, essentially the disconnect from a games narrative and it's gameplay.
It can be a deal breaker for me when playing a game for the experience and story. You need to feel immersed and more importantly, you need to care about the characters and story.
When something reminds you that it's not real, this is broken and you start to lose interest.
In saying that however one does need to remember that a game is in fact not reality and leniences do need to be made.
An example would be a fantasy RPG game like the Witcher 3. Your goal is to find a missing girl and it is stressed that time is of the utmost importance, however you find yourself exploring and questing to find experience and treasure.
This is important to the game to add length, variability and more challenges. To me this is simply a limitation of games as a media platform and it would be a poorer experience without it.
It's a difficult topic and one that I feel becomes more relevant as video games progress. There are strong arguments to both sides however I think it definitely needs to be addressed by modern developers, but also needs to be accepted, to a point, by the gaming community.
http://www.destructoid.com/ludonarrative-dissonance-the-roadblock-to-realism-235197.phtml