![]() ![]() (Or worse, you run into the fun of “Ludonarrative Dissonance”, the phenomenon where the story tries to preach a message that is directly contradicted by the way that the game itself is built. In essence, it creates a false dichotomy between “gameplay” and “storytelling” because when the “story” happens, the “game” has to stop happening. Especially in AAA games, there’s a push to try to equate good storytelling with essentially taking the controller out of the hands of the player and making the game into a movie with motion capture technology famous movie actors giving voicework. When someone talks about story in games, they often mean what happens in cutscenes or voice-overs while driving between objectives or text boxes with multiple choice responses. To an extent, this article is an excuse to just rant about why I liked this one particular game so much, but it’s also a good way to explain a certain point that I think gets overlooked in the design of many games. ![]() I am someone who’s played not only a lot of business management games, but actually have quite an attachment to the sister series of the Port Royale games, the venerable Patrician games. He talked about enjoying the game, but not quite feeling prepared to talk about it at length for not really playing these types of business-management games that often. ![]() I am going to review Port Royale 4 soon, which was previously previewed by a reviewer who had not played the series before. ![]()
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December 2022
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