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Mechanics and narrative

Ludonarrative dissonance: mechanics versus story

The story says the character is vulnerable, but the game rewards solving everything by shooting. What experience is the player actually having? Looking at repeated actions helps reveal when mechanics contradict the narrative.

Key idea

The game's fantasy is also built through what players do and the behaviour its systems reward.

Ludonarrative dissonance occurs when a game's story proposes one experience and the actions the player repeats make them live a different one. It does not require a game to represent its theme literally; it requires coherence between the emotions it aims to convey and those generated by its mechanics.

The theme can be a framework, not a simulation

In Catan, the theme is about colonising an island, but the central experience consists of negotiating resources, calculating needs and managing temporary agreements. The fiction gives context to those rules without promising a detailed simulation of building a society. The game works because its mechanics do not meaningfully contradict the fantasy it uses.

When actions argue with the narrative

In Tomb Raider (2013), the story presents Lara Croft as an inexperienced survivor undergoing a transformation. Yet much of the game allows her to eliminate enemies with an efficiency that can make that sense of vulnerability difficult to sustain. The problem is not the presence of combat, but the contrast between what the narrative insists on telling and what the player learns to do again and again.

Mechanics that build meaning

Papers, Please demonstrates the other extreme. Checking documents, comparing dates and stamping passports are routine actions, but the pressure, consequences and moral decisions turn that routine into the experience of working at an oppressive border. The game does not need to explain its theme constantly: its systems make it felt.

A question for design

When designing a mechanic, evaluating whether it is entertaining in isolation is not enough. It also helps to ask which feeling it reinforces, which behaviour it normalises and whether it supports or weakens the story and the game's fantasy. That relationship can make a theme a functional backdrop or turn the player's actions into the main way of telling a story.

Apply it to your game

  1. Summarise the promised experience in one sentence: feeling vulnerable, negotiating, exploring or surviving, for example.
  2. List the most frequent actions and their rewards. Check which behaviour is most effective and which emotion it encourages.
  3. Locate a meaningful contradiction and test a change in incentives, consequences or context. Observe whether it brings decisions closer to the intended experience.

That review starts with the decisions each rule creates. If a mechanic contradicts the experience or adds too many dependencies, reducing scope can help preserve the game's core.

Contact

Do the mechanics tell a different story?

I can help review the actions, incentives and consequences that build your game's fantasy, and align its mechanics with the experience you want to offer.