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Culture War Roundup for the week of April 15, 2024

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I got to agree that the highest achievement for a game is to be able to carry its narrative in its gameplay. To do the opposite of the often mentionned ludo-narrative dissonance and achieve ludo-narrative convergence.

Another example that attempts to achieve both kinds of narrative crafting (both through writing and ludo-narrative convergence) I'd say is Death Stranding. It only achieves ones of them (ludo-narrative convergence), the writing being symptomatic of a man who has been told too much he is a genius and started believing it. But the way the gameplay is structured seems to be tailor made to reinforce the game's theme: cooperation is better than isolation. The game forces you to forge ahead in areas that are without any infrastructure, and that is where things are at their most risky. Once the region is connected, you can build infrastructure, but the costs are usually exorbitant, requiring unfun grinding to achieve. But the online system sometimes puts other people's constructions in your game, the more time you spend in a region helping the NPCs the more help you get from other players, and what was once difficult treks across inhospitable terrain becomes trivial milk runs due to all the roads and bridges you've made. And eventually you're spending hours building a zipline network in the most challenging region of the game not even for yourself since you don't have to stay there anymore, but for other players to enjoy. The game makes you altruistic. Not by forcing cooperation onto you or by heavily incentivising it, that would be meaningless, but by making you feel grateful for other people's help and by making you feel the gratitude of others (those almost meaningless likes you get when someone mashes a button on infrastructure you built).

I don't know if I can think of any game in older generations that have achieved such a tight integration of narrative in its gameplay. It's the exact opposite of Spec Ops: The Line.

In a rather similar vein, I really enjoyed the narrative and dialog in Firewatch (2016), even if, in some ways, it's more of an interactive novel. It's probably not for everyone, but the menu option to play with only a map and compass is an interesting vibe, too.