If you're unfamilar with the term, it essentially refers to anytime a video game's mechanics or gameplay betray the story that the game is trying to tell.
Just had a good one pretty early into Watch Dogs.
I'm visiting the grave of a loved one whose death basically sets up the game's story, and right after the cut scene ends, the game's context sensitive button prompts essentially ask me if I would like to climb on top of my niece's gravestone.
If you're going to discuss story points directly, please use spoiler tags when it makes sense. With that said, anyone else care to share some examples from their own experiences?
 , but that's not the direction where things have gone just yet.
Grand Theft Auto, Tomb Raider, BioShock, Uncharted. We've all heard it before, and I'd rather not hear it again. Unless you have some specific examples from those games that are unrelated to how most people associate them with ludonarrative dissonance, save it for another time.
Please see post 47 for examples of what I was hoping to see in this thread. Thank you.