Analysis Of Nier: Automata

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Nier: Automata developed by Platinum Games is a game that could reside on either side of the Narratology/Ludology spectrum. However, from the standpoint of Narratology Nier: Automata is an example of an in-depth story that explores themes such as: prejudice, ignorance, and hypocrisy in an abstract world without humans, that is surprisingly human. This allows the player to directly relate to the narrative, resulting in there being a greater sense of meaning when the player is forced to question their actions. Prejudice is a prevalent theme throughout Nier: Automata, and the idea of prejudice is extremely difficult to portray without the use of narrative. The way in which it’s achieved in Nier: Automata is through the use of the ongoing machine/android …show more content…

Murray, J. said students should no longer be confused between the appearance or choice between games and stories (2005, para. 12). which was in relation to narratology and ludology. This statement shows a direct relationship with the ignorance shown in Nier: Automata and the narratology/ludology debate. By showing that being unwilling to accept what something is, based on its appearance or the choices is an ignorant decision. This is shown firsthand by the androids, subsequently being an important reason as to why the player is often forced to question why they are doing what they've set out to achieve. "The game tasks the player to murder as many machines as possible in order to save Earth. These robots are said to be emotionless and thoughtless and are only programmed to kill. As the plot progresses, the protagonist come in contact with conscious machines complete with feelings, goals, desires, and other human traits that cause the protagonists and players to feel guilty " (Pake, R. The Brilliant Blend of Narrative and Gameplay Mechanics in ‘Nier: Automata’ para. 4). This being a clear example of the ignorance of the player. Initially the player is simply fine with doing what they're tasked to do but as they experience "mindless" machines exhibitting non-mindless behaviour they feel guilt, regret, and sadness which forces them to carefully consider killing the next group of passive machines they run

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