The term I see used for this is “ludonarrative dissonance”. Basically, your experience playing the game doesn’t match what the story is trying to tell you.
The opposite would be “ludonarrative synchronicity”. Like in Doom the protagonist is an overpowered entity feared by all enemies, both in gameplay and in the story.
Edit: specifically applied to games, I’m not sure if there’s a term for movies or other media.
Going a bit off on a tangent but are ludonarrative synchronicity, ludonarrative resonance, ludonarrative coherence, ludonarrative harmony and ludonarrative consistency all the same thing or are there some subtle differences? Over the years I’ve see all of them be used as the opposite to ludonarrative dissonance.
I would say yes, because there’s not a standardized term for the opposite of ludonarrative dissonance so people probably just coined terms of their own
I propose ludo=narrative and ludo≠narrative. This new term will solve the explosion of terms caused by everyone coming up with their own terms.
Far cry 4 was unbelievably frustrating with this “mechanic” a rocket launcher of 50cal round to the face means you don’t get to fuck me in a cutscene… The game disagreed.
MGS is also guilty of it
Okay but have you considered something something Nanomachines something something Metal Gear something something Patriots something something Otacon pissing himself.
Kojima gets a pass from me because I want to go on whatever wild ride he feels like telling




