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Prax150 t1_jcm5n1t wrote

It's kind of hard to say, because the game is pretty expressly designed to be a narrative experience. The gameplay largely exists to serve the story, ratchet up tension, make you feel things about the characters and what they're doing. I think it becomes even more obvious watching the show, which largely did away with zombie and other combat encounters wherever it could. The very pretentious gaming term is "ludonarrative dissonance" and TLOU has very little of it outside of dying and healing. I think that translates better into a live action show than most other games. TLOU is uniquely adaptable in this regard.

But there are definitely lessons to be learned, like respecting the story and the vision and the point of the franchise/game you're adapting, and getting the creators involved as much as possible.

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deerdn t1_jcm99zk wrote

>The very pretentious gaming term is "ludonarrative dissonance"

I honestly don't understand what's pretentious about it. If a game is full of cutscenes that are grounded in reality, maybe even adding a lot of weight to each kill/death that happens in cutscenes, then it feels very odd when during gameplay you're killing countless numbers of people nonchalantly. If I feel a disconnectedness/dissonance there, why does that make me pretentious?

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