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For the Ludology VS Narratology game review I chose to play through and document my thoughts about Paper Mario: The Origami King. I got this game during 2020/2021 and was a very pleasing game, one that could distract those from the emptiness in the world at the time. As for the review, this game has a lot of story elements, things that happen in the background of levels and in the cutscenes as well play an important role in the story. 

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For the naratologist, they see games as an extension of any other narrative expression and often align them with movies and books. They examine all and only possible narratives in any story narrative. Rather than looking at the literary, verbal, or extensive ones and ignoring exterior stories which could possible see them missing out on plot points. They also look to see what the narrative has in common in its own story as well as to see what enables them to be different from one another as narrative storylines and plot points as a whole. 
In this case with Paper Mario and origami king, the narrative structure of this game leads the player through different visual environment with events and game mechanics the player has to learn from. They also see story sequences that progress the overarching storyline and can possible take away familiar characters you are used to which can lead to the player feeling emotions they did not expect from the game. Which leads them to learn to keep moving forward while acknowledging the loss of a beloved side character. 
The player can choose what story plotlines to follow and can also trigger certain events by backtracking. 

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For the Ludologist however they look at the systems the game creates whether that be there rules or their game worlds and events that take place. In context of Paper Mario the origami king, this game has a lot of points and key elements that fit right in with Ludology. The game mechanics and fundamental main game world elements that sets this game apart from others in the series makes it a truly unique experience. First of all you use your hammer to not only hit enemies but also objects and foliage. This allows you to collect confetti which is a tool to repair certain characters but also the world around you; either to progress in the story or for side missions/treasure. 
There are lots of examples of interactivity in the game too, characters can come back with more missions and side-puzzles will appear over time. One of the main collectables of the game are "Toads" who are scattered across 6 different main hub areas and after certain amounts, areas of the museum are unlocked. There are also certain minigames and trophies unlocked by doing feats and quests. 
One of the more noticeable and repetitive game mechanics is the spinning battle board. Mario can stretch his arms in a folded manner to reach ledges above him and also pull/move tears in the wall. When Mario faces a group of enemies or a boss, he is transported to an area where the toads he has rescued will cheer him on and even heal him in fights. Mario in the arena is on a board game like checkboard base and must turn the rings of the circular arena to make his way to the enemy. The bigger the boss, the more rings and turns there are. Mario only has a set time to do this action and the player must line up the arrows in certain squares right where Mario is and where he must either go up or down the board. There are collectables and even time responsive buttons.

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I enjoyed playing this game so much and trying to find 3 singular pictures that sum up the adventures you have while progressing through the story was tough but I manged to choose the best. The "Great sea map" is given to the player early on just after the 3rd area, with this the player can discover smaller and larger islands that will allow them to find hidden treasure, story sequences and collectables. 
The player can of course choose to abide to the game and keep following the map to where they need. They could also disregard the map as a whole and choose to play the game blindly without a guide. This would make the adventure more unexpected and thrilling to the players view. This can be seen also from the maps' X's marking places they have found treasure or an island.  In this sequence the player is also stuck inside a submarine which limits their movement and also when diving under lets them see the inside of the ship. This gives the feeling that you are actually there and giving more input than you think. 
The second picture takes place in the 3rd playable area, its meant to be set in a desert which is at first pitch black and you must find the tassels to unravel the cover on the sun. This at first makes the desert very cold and sets it apart from normal sandy areas. Along the way, the player discovers this paradise like area which is so much different than the normal areas prior. There is colour, there is light and the characters are much more cheery and happy than before. You also come across clues telling of where your friends may have been. Luigi for example is stuck in a magical teapot. and some of the toads are hidden in hotel rooms.

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In conclusion there are both comparative points for Ludology and Narratology for Paper Mario the origami king and it has a lot to offer for both interests. There are tons of newfound game mechanics and lots of interactive story elements which also shapes up the gameplay. Characters are constantly being swapped around and some areas require backtracking. Enemies are simple to learn to defeat whereas some puzzles require more thought and time to struggle through. But as my review conclusion says above it definitely has more ludology elements than narrative ones. Though if you were not going for 100% completion, story has a lot more stage light and presence.
Hook, Line & Sinker Ludology vs Narratology Game Review
Narratology vs ludology for Hook, Line and sinker
500-700 words
For the Ludology VS Narratology game review, I was looking through my notes and documentation for Hook, line & sinker. For the review, this game has a lot of story elements, things that happen in the background of levels and in the cutscenes that play an important role in the story. 
For the naratologist view for Hook, line and sinker, the narrative structure of this game leads the player through different visual environment with events and game mechanics the player has to learn from. From the very start of the game, they see story sequences as flashbacks before they remember what exactly happened to them when they were younger (Playing as willow) They are introduced to new tools and accessories, which the player has to determine which is best to use for which puzzles and levels. When they progress the overarching storyline, they will meet familiar characters which you will get used to and can lead to the player feeling emotions they did not expect from the game. This will inspire them to learn and keep moving forward while acknowledging the loss of a beloved side characters. 
The player also triggers certain events by backtracking. 
For the Ludologist in context of Hook, line and sinker, this game has a lot of points and key elements that fit right in with Ludology. The game mechanics and fundamental main game world elements that sets this game apart from others in the series makes it a truly unique experience. First, you use your hooks not only hit enemies but also attach to objects and foliage. This allows you to latch on to beams, pipes, poles and ledges. You can also traverse the world around you; either to progress in the story or for side missions/treasure. 
There are lots of examples of interactivity in the game too, characters can come back with more missions and side-puzzles will appear over time. There are also certain minigames and trophies unlocked by doing feats and quests. 
One of the more noticeable and repetitive game mechanics is your ability to summon your friendly goblin helpers once you enter their base and are accepted into their tribe in the game. You can also switch out you tools on your legs, and you can even move to certain locations without your leg enhancements with a pulley trolley. This first appears in the laboratory but often reappears in the goblin tunnels and other secret locations. There are collectables and even time responsive buttons for minigame and quests. Once you finish the game, the player can explore outside territory they could not beforehand. These locations include the lake behind the lab with its many boats and hovercraft. There is also the Goblin watchtowers that need your help to protect each area from human invaders. And finally, there is the coastal areas and farms belonging to goblin towns scattered cross Stranraer.

In conclusion there are both comparative points for Ludology and Narratology for Hook, line and sinker and it has a lot to offer for both interests. But it has more narrative elements than ludology ones.
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