Ludonarrative Synchronicity in the 'Bioshock' Trilogy
By Rebecca C. Hains1. Introduction a. Ludonarrative Dissonance b. Ludology c. Narratology d. Definitions e. Ludonarrative Synchronicity f. Research Approach & Analysis 2. BioShock: Welcome to Rapture a. A Modern Day Atlantis b. In The End, Our Choices Make Us c. Somewhere Beyond the Sea d. A Man Chooses, A Slave Obeys e. Summary 3. BioShock 2: Rapture Was Just the Beginning a. The Beast of Ryan Lives b. The Devil and the Deep Blue Sea c. Here Comes the Bogeyman d. For Every Choice, There Is An Echo e. Summary 4. BioShock Infinite: The New Eden a. Bring Us the Girl, And Wipe Away the Debt b. A City Lighter than Air c. Both Sinner and Saint d. A Choice is Bet
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1. Introduction a. Ludonarrative Dissonance b. Ludology c. Narratology d. Definitions e. Ludonarrative Synchronicity f. Research Approach & Analysis 2. BioShock: Welcome to Rapture a. A Modern Day Atlantis b. In The End, Our Choices Make Us c. Somewhere Beyond the Sea d. A Man Chooses, A Slave Obeys e. Summary 3. BioShock 2: Rapture Was Just the Beginning a. The Beast of Ryan Lives b. The Devil and the Deep Blue Sea c. Here Comes the Bogeyman d. For Every Choice, There Is An Echo e. Summary 4. BioShock Infinite: The New Eden a. Bring Us the Girl, And Wipe Away the Debt b. A City Lighter than Air c. Both Sinner and Saint d. A Choice is Better than None e. Summary 5. There's Always a Lighthouse, a Man, and a City a. Level Design b. Theme c. Immersion d. Summary 6. Conclusion a. Why Does Ludonarrative Synchronicity Matter? b. Game Over?