Empiriceme · Model · Theory / Model

Ludonarrative Dissonance

Also called Story-mechanic conflict

A game's story and its rules can assert opposite things, and the rules are more persuasive.

Hocking coined the term in 2007 about a game whose narrative condemned selfishness while its mechanics rewarded it. The general point is that a system teaches what it rewards regardless of what its text says, and the player learns from the reward.

In practice

  • A firm whose values statement praises collaboration and whose bonus ranks individuals has told its staff which document is real.
  • A safety campaign runs beside a schedule that only works if the shortcuts are taken.
Further reading
Wikipedia
Subject
Play & Game Design
Essay
Small worlds with visible rules

Search every entry·Every entry, A to Z