Ludonarrative dissonance

Hocking then points out that as the story progresses, the player-character is forced into accepting one specific path, to help the person behind the revolution within Rapture, and given no option to challenge that role.

The game's co-director Neil Druckmann said that in Uncharted 4 the studio was "conscious to have fewer fights, but it came more from a desire to have a different kind of pacing than to answer the 'ludonarrative dissonance' argument.

[7] In 2016, Frédéric Seraphine, semiotician and researcher specialized in game design at the University of Tokyo wrote a literature review about the notion of ludonarrative dissonance.

[8] Chris Plante of Polygon wrote there had been an increasing number of games being designed around violence that meant the story shifted to accommodate gameplay, rather than vice versa.

Faux glitches have been used as (ludo)narrative tools before in games such as Eternal Darkness: Sanity's Requiem and Metal Gear Solid 2: Sons of Liberty, so why is ludonarrative dissonance avoided so much?

Brett Makedonski of Destructoid states that the gameplay aptly conveys the sense of sheer terror and loneliness that the narrative expertly strives to establish.

Video game designer Clint Hocking coined the term.