Clint Hocking, a former creative director at
LucasArts (then at
Ubisoft), coined the term on his blog in October 2007, in response to the game
BioShock. Writer
Tom Bissell, in his book
Extra Lives: Why Video Games Matter (2010), notes the example of
Call of Duty 4: Modern Warfare, where a player can all but kill their digital partner during gameplay without upsetting the built-in narrative of the game. ''
Uncharted 4: A Thief's End'' acknowledged the criticism with a
trophy called "Ludonarrative Dissonance" that is awarded to the player for killing 1,000 enemies. The game's co-director
Neil Druckmann said that in
Uncharted 4 the studio was "conscious to have fewer fights, but it came more from a desire to have a different kind of pacing than to answer the 'ludonarrative dissonance' argument. Because we don't buy into it". In 2016, Frédéric Seraphine,
semiotician and researcher specialized in game design at the
University of Tokyo wrote a literature review about the notion of ludonarrative dissonance. In this article, developing on debates sparked by Hocking's blog post, Seraphine identifies the reason of ludonarrative dissonance as an opposition between "incentives" and "directives" within the "
ludic structure (the gameplay)" and the "
narrative structure (the story)". Chris Plante of
Polygon wrote there had been an increasing number of games being designed around violence that meant the story shifted to accommodate gameplay, rather than vice versa. He considered the game
The Last of Us Part II, also directed by Druckmann, to be the culmination of this ludonarrative dissonance due to its revenge-driven plot. Plante argued that due to the appeal and constant supply of violent games it was unnecessary for them to justify why their player characters exhibited violence, and expressed his desire for more games to tell stories that didn't hinge around violence.
Debates on the potential positive use of the notion Some scholars, game writers and journalists have challenged the supposedly negative nature of ludonarrative dissonance. Nick Ballantyne, managing editor at GameCloud Australia, in an article from 2015, argues: While acknowledging the potential of ludonarrative dissonance to create what he calls "emersion", defined in opposition to "immersion" as the "sensation of being pulled out of the play experience", Seraphine agrees with Ballantyne that it is possible to purposefully use ludonarrative dissonance as a storytelling device. Seraphine concludes his article with: "It seems that more games in the near future might use ludonarrative dissonance as a way to tell more compelling stories. In essence, stories are about characters and the most interesting stories are often told with
dissonant characters; as it is the surprise, the disturbance, the accident, the
sacrosanct disruptive element, that justifies the very act of telling a story". ==Ludonarrative consistency==