In 2007, game developer Clint Hocking wrote a hugely influential essay about the problem with video games. Entitled Ludonarrative Dissonance in Bioshock, the article looked at Irrational's classic shooter and saw in it a terrible contradiction. While the interactive (or 'ludic') sections of the game require the player to be selfish and powerful, the story sequences seek to cast your character as a selfless aid to the revolutionary leader, Atlas. As Hocking wrote, "By throwing the narrative and ludic elements of the work into opposition, the game seems to openly mock the player for having believed in the fiction of the game at all." Openly mocking the player is... not considered good form.
Another popular example is the Uncharted series. From the outset, the story encourages us to see lead protagonist Nathan Drake as a loveable rogue with a cast of charming friends. However, the Nathan Drake that the player controls is a serial murderer who guns down hundreds of "enemies' without thought or consequence. Indeed, in video games, players are very rarely asked to deal with the consequences or ramifications of their actions. Okay, a few titles have toyed with the concept, introducing polarising 'morality' systems that tot up 'good' and 'evil' actions. But it's rare that the ludic and narrative elements truly tie in to create a system in which player culpability makes any sense whatsoever.
At the same time, gamers are often surprised when non-gamers write off the whole medium as violent and stupid.
Read more…