Monday, February 15, 2010

Ludology

http://www.ludology.org/articles/ludology.htm

The three possible narrative sequences from this scheme would be:

1) "The door is locked with a combination lock. The agent doesn�t try to open it"

2) "The door is locked with a combination lock. The agent tries a combination code. The door remains closed".

3) ) "The door is locked with a combination lock. The agent tries a combination code. The door is opened"

Bremond�s scheme could also be used to describe a particular ludus in an adventure videogame. Those videogames are made by many different "puzzles", or problems that need to be solved in order to continue the game. Those "puzzles" perfectly fit our definition of ludus.

Adventure videogames usually have, at least one "correct" path to win the whole game. There is a right sequence of solving that will lead to the triumphal denouement of the adventure�s "story". Each time the player fails solving a puzzle, either the videogame ends "wrongly" (and the player loses), or the player has to continue until she goes through it.

No comments:

Post a Comment