
Ludonarrative harmony refers to when a game’s mechanical and narrative elements are complementary to one another and work together to give players a more immersive and engaging experience of play. This idea was formulated negatively after the original coining of the term “ludonarrative dissonance” in 2007 by Clint Hocking, a game designer who used the term to critique the breakdown of immersion that he experienced playing
Biochock when the logic underlying the gameplay and that underlying the game’s story disagreed in a fundamental way. This paper analyses the harmony between ludic and narrative elements in the series
Dark Souls by the Japanese studio FromSoftware (
Dark Souls 2011,
Dark Souls II 2014,
Dark Souls III 2016). Expanding on analysis conducted for my MA thesis, I describe several integral aspects of gameplay which are reflected and reinforced by the narrative and fictional world of the games, creating an overall more immersive play experience. In honor of the first cohesive conference panel on game studies in Iceland, I discuss a feature of video games which encapsulates a major trend in game design and game studies, that of the ‘debate’ between ludology and narratology, while showing how these elements are not diametrically opposed as was once thought and instead can be deployed complementarily to great effect.