Entry tags:
- *....,
- *hey it makes sense to me,
- *too much exposition,
- entry: essaything,
- entry: musings,
- game: blood on the clocktower,
- metafic: characterization,
- metafic: shipping,
- metagame: game mechanics,
- metagame: ludo-narrative dissonance,
- stuff: links,
- topic: game design,
- topic: gaming,
- topic: meta,
- topic: metafic,
- youtubers: no rolls barred
Blood on the Clocktower: Thoughts, and still not getting to the point I set out to make. (part 2)
Good Twin: It's okay. See... we can do this. We can just be buds.
Evil Twin: Yeah. We can be buds. Buds who want each other dead.
Good Twin: Yeah. Exactly.
Some initial notes before I get into my next Blood on the Clocktower ramble (see Part 1 here for context):
( Experimental ethics, in-person games, a bad idea, and a ship that ain't sunk. )
ANYWAY. I had thoughts about ludo-narrative dissonance, and I was going to type up thoughts about ludo-narrative dissonance, but now I'm almost two thousand words into a post AGAIN and I have yet to define even the term! So that post is still going to wait for another day!
But ludo-narrative dissonance is when your game mechanics or gameplay work counter to the story you're trying to tell in the narrative component of a game, which I feel like I flirted with in the fourth point anyway. So there's your definition. You're welcome.