Zontar said:
There's no need for discussion because it's something that doesn't actually effect the games from either a gameplay or story perspective. Using film as a comparison, it's like spending time discussing which minor variation of camera filter was used: sure there's about 5 seconds of talk to be had in the exceptionally rare case of it being relevant, but it takes a back seat to the actual discussion to be had.
I've seen this view popping up more and more over the last year, and honestly I don't think its correct.
Movie example; The movie is telling the story of a sad young girl who lost her parents in a war. Every camera shot in the film is frantic, frenetic and chaotic. Fast, constant action. All the points where the story tries to show how vulnerable the girl is, it puts in camera angles that make her look large and strong. The music and story and dialogue are portraying sad, slower paced tragedy, while the camera angles, shots and editing are trying to make the girl some CoD war hero like you'd see in a Michael Bay film.
Would you sit there in the movie and go "Yeah, I don't care about this incongruity. This is totally normal and A-ok, makes perfect sense". No, critics would rag on it and it would either want to be a damn good satire about bad camera shots, otherwise it'd be panned as a shit movie.
Yet we defend this all the time in gaming as just 'par for the course', 'minor nitpicking'. There was a time this was true of movies as well. I've seen Citizen Kane cited as the first movie to really utilise cinematographic techniques to enhance its narrative and screenplay, rather than older films that just used static shots with no real thought put into them. Its the same thing we're looking at with games now. With movies though, we see that thought and attention to detail as normal because for decades that has been the standard. In games? Not so much.
Ludonarrative dissonance is a thing, and it does affect how one experiences a game. That doesn't mean a game that is ludonarratively dissonant is a horrible game and everything sucks. The game can still be fun if you treat gameplay and story as separate - something I've seen people espousing the view that its not a thing say those who think it is do, while I'd disagree - because as soon as you start looking at narrative and gameplay together, as a combined whole rather than separate things to be enjoyed on their own, ludonarrative dissonance becomes apparent. When you're running through a warzone unarmed with a small child to protect, but you're mashing the A button to do mad skills DMC combos on everyone around you, while the music tries to sound tragic and the dialogue talks about how there's no time to fight, you've got to get out of there and save the kid. Its stupid and ridiculous, yet so many games do it.
And honestly, as the thread points out, the biggest reason for that is we are still limited to plain still-shots for most of our gameplay language; combat is still the main and almost only form of interaction we give the player [Platforming too I guess, that's been there from the start too, can't discount that]. That's starting to change, and we're figuring out how to engage players in other ways. As we develop these other gaming techniques, these other camera angles, and figure out how they should be used, we'll see ludonarrative dissonance fade more into the background as we are able to match themes from the story better with gameplay elements, rather than having only one or two elements we can reliably match with. And games have done such with great effect at times.
Modern Warfare. At the end the nuke goes off and you're blown up and die there, crawling through the city. Would that scene have worked as well if enemy NPCs jumped out every five minutes and you were interrupted with normal gameplay of shooting everything and running and gunning?
No, no it wouldn't have. It would have just felt disingenuous and incongruous with what the story was trying to tell at that point. So they changed their 'camera angle'. They altered the gameplay.
An example of doing it bad would be Kai Leng in ME3. Cutscene and story he's some unstoppable badass. The players fight him and kill him in quite literally 2 seconds. Things just didn't mesh, and he's one of the worse things about that game.
Having story and gameplay align is not essential for a good game. However, it often can distinguish a great game from a merely good one. Its all about building an experience for the player. If two components of your game - be they the gameplay mechanics, the graphics, the soundtrack, the writing and story, the voice acting, or anything else - try to provide a different experience to each other, it'll stand out. Especially if its occurring at the same moment in the game, rather than two separate moments. Matching all the pieces together into a comprehensive goal is something noteworthy in gaming right now, sad as that may be. We're still a young medium, stuck being made by a generation who grew up with movies to influence them on how to tell a compelling story - hence why many try to be plainly cinematic. Once we manage to move past this phase, things should improve, and the complaint may become meaningless as we learn to create consistent experiences, and expand our gameplay repertoire to help us do so.