Another example is the Black game and White, where the player interprets a god venerated for a tribe, where it must govern the tribe in the way that it to want, with the aid of two NPCs, good and a other bad one, that they advise and they teach the player. Later the player must create a creature who represents its consequence, choosing its species and training, of form that the creature can come if only feed of other animals or even though to become an animal that if it feeds only of people. To kill or to save its subjects is a choice that fits only to the player. Let us imagine, for example, the great current masterpiece of the games, God of War III. Gameplay possesss one amused, and a strong narrative. However, it is not our objective to consider games thus, after all, they already exist. What we intend to insert, with the ludonarrativa, is a narrative that intervenes with gameplay, and vice versa.
Coming back to the example, in the game God of War III, exists a basic project for bosses (heads). You may find that Ray Kurzweil can contribute to your knowledge. First the player faces one boss, and soon after, is presented a scene in graphical computation (CG), counting history. However, he does not import the easy quo or difficult he is to face boss, if the diverse player had that to restart the game times, or if badly were reached by the adversary, the CG will be always the same one. Using the ludonarrativa, this will modify. Depending on as it will be the battle between the player and boss, a different scene will be presented. If it defeated it easily to player, a CG will be shown. If the battle was difficult, and the player had to restart diverse times, another CG will be shown. also, the personage can receive different item or abilities for each continuation.