LUDONARRATIVE DISSONANCE

When a game’s narrative and its gameplay are in conflict. Dissonance occurs when what the player is allowed to do does not match up with what the player is being told to do. If it would make sense that a player can take an action but they are unable to do so (such as the inability to jump over a foot-high obstacle blocking an RPG character’s path), or if the game demands or allows action be taken when it makes no sense (being presented with hundreds of distracting activities right after you are told your quest is urgent), then dissonance is created.

“With little care for the ludonarrative dissonance created, Uncharted 3 wants us to believe its villains are evil merely because they oppose Nathan Drake, a loveable rogue who does nothing but steal historical artifacts and murder people.”