Почему загадки в играх такие нелогичные?
Chukumba · 7,581 words · 38 min read · EN-ORIG

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You know this story, right? While playing any game, you enter a room, and right in the center, there is an item that feels completely out of place and must be interacted with. Or a door conveniently locks behind you as you enter the same room, only opening after the necessary tasks are done. Someone
has scattered medals all over the mansion and placed platforms along the wall. This is so-called ludonarrative dissonance, where the game briefly forgets it is trying to immerse us in its world and focuses exclusively on the gameplay side of things. Completely ignoring the logic of the situation. At this moment, the game becomes a puzzle
in our heads, and all narrative fades into the background, which arguably helps to better read the problem and see only the riddle set by the developer. But it completely kills the immersion. In the worst cases, it turns a location with a specific theme or setting into a simple testing ground where the player moves crates and
pushes buttons. That is what we are going to talk about now. What is the real problem here, and what can be done about it? I have a couple of solid thoughts that lead in a different direction from the standard discussion on this topic. Before we move any further, as usual, we should sort out
the terminology, even if I will refer to ludonarrative dissonance as LND from here on out. I think many of you are familiar with it. There are a couple of interesting points worth mentioning because they will help develop my idea. Ludonarrative dissonance is a conflict between a video game's story and its gameplay. That is a perfectly decent
definition that Google will give you. By the way, Google did not come up with the term. It was introduced in 2007 by designer Clint Hocking while analyzing BioShock; the game screams at you about free will, no gods or kings. Forge your own destiny. But mechanically, throughout the entire story, you go where you are told and do exactly what
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