So, GC has a great article on Ludonarrative Dissonance. For those who can't be bothered to read the whole article, or its followup critique of Gears Of War, LND (for ease-of-typing's sake) is what goes down when the game's story, setting, et al collide with the options and incentives provided with the player. A game with a peaceful message, for example, would suffer from LND if the gameplay's best strategy involved shooting everyone with a sniper rifle from 100 yards (I'm looking at you, Metal Gear!).
A number of games suffer from it, usually to varying degrees. It is a little odd that Gordon Freeman becomes so rapidly adept at killing people, but there's nothing to say that he wouldn't be used to them (the narrative says nothing of hobbies, any previous wartime experience, etc. It could be as simple as Freeman being a National Guard volunteer). Then there's massive disparity between play and story that we can't reconcile those problems without being forced to ignore them, which is often a hell of a problem with sandbox titles.
So, what type of games do you feel suffer the most from these issues? Things that take away your immersion, your investment, or just bust the fun?
A few to start us out:
--Metal Gear Solid 2-4: The Colonel, Zero, and Otacon repeatedly tell us to leave no traces, interact as little as possible, but the game gives a tranq gun and free agency to do with as we please. Playing as an asshole exhibits the same rewards as the SIlent Pacifist. With Drebin Points 4, you're even rewarded for their stealing their gear.
--Fable: Great hero who stops/joins the Crimson Blades only to be thrown out of a bar by guards who womp him like kicking in an pumpkin
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