What is Ludonarrative Dissonance?
Ludonarrative dissonance is a conflict between a game’s narrative (story, tone, themes) and its gameplay (mechanics, systems, player behavior). It happens when what the game says clashes with what it lets — or forces — the player to do.
It’s the moment when the story says one thing, but the gameplay tells another — and the player feels the gap.
1️⃣ Definition
Component | Meaning |
Ludo | Gameplay (from Latin ludus = play) |
Narrative | Story, world, tone, character arcs |
Dissonance | A clash or contradiction between the two |
📍Dissonance isn’t always bad — but if it’s unintentional, it breaks trust.
2️⃣ Why It Matters
Impact | Result |
Breaks immersion | Player stops believing in the character or world |
Undermines emotion | Story says “serious,” gameplay says “power fantasy” |
Hurts credibility | Especially in morally grounded or story-heavy games |
Reveals shallow systems | Player choices don’t match the narrative weight assigned to them |
📍If the player says “Why would I do that?” — you’ve hit dissonance.
3️⃣ Classic Examples
Game | Dissonance |
Uncharted | Nathan Drake is a charming rogue in cutscenes… and a mass killer in gameplay |
Tomb Raider (2013) | Lara is devastated after her first kill… then becomes a headshot machine |
BioShock | Critiques obedience — but gives you no real choice until the ending |
Red Dead Redemption 2 | Arthur reflects on morality… while you freely rob, kill, and hunt wildlife between missions |
📍Dissonance is most damaging when the game tries to be sincere — but can’t back it up systemically.
4️⃣ Root Causes of Dissonance
Source | Example |
Tone mismatch | Grim narrative + cartoonish ragdoll deaths |
Moral inconsistency | Hero hates killing but gets a killstreak bonus |
Reward structure contradiction | Game rewards looting innocents while scolding you in dialogue |
Player agency mismatch | “Your choices matter” — but they don’t change the outcome |
📍Narrative isn't just cutscenes. It's what your systems reward.
5️⃣ How to Avoid or Use Dissonance Intentionally
Strategy | Example |
Align verbs with character | A pacifist story needs non-lethal mechanics (e.g. Undertale) |
Design systemic narrative | Let actions shape outcomes (Disco Elysium, Papers, Please) |
Write to the mechanic | If combat is core, don’t pretend the protagonist is peaceful |
Embrace dissonance | Use it for critique (Spec Ops: The Line, The Stanley Parable) |
Minimize friction | Keep feedback, rewards, and tone consistent with theme |
📍Every core mechanic is a narrative act. If the verbs betray the story, the player feels it.
6️⃣ Related Concepts
Term | Meaning |
Ludonarrative harmony | When story and gameplay reinforce each other (Journey, Celeste) |
Environmental storytelling | Letting the world speak without exposition |
Player authorship | Story shaped by play, not imposed from outside |
📍Ludonarrative harmony doesn’t mean no tension — it means intentional alignment.
✅ Dissonance Design Checklist
📍Don’t avoid dissonance. Understand it. Then decide if it serves your game.
Summary
Term | Ludonarrative Dissonance |
What it is | A conflict between what a game’s story says and what its systems encourage |
Why it matters | Breaks immersion, emotion, and credibility if not intentional |
Where it appears | Tone shifts, moral disconnects, player agency mismatches |
Design goal | Align systems and narrative — or use dissonance as a theme with purpose |
📍When gameplay and story don’t speak the same truth, the player hears the silence between them — and that’s where trust is lost.