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Ludonarrative dissonance
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==You want an actual example?== You want an example that's probably not arguable? Alright. Let's say the story of the game or campaign is that you're the Chosen Heros of the Kingdom of Flobersnock, who will defeat the Generic Evil Overlord Who Seeks To Take Over The Known World With His Vast Army Of Evil Dragons. And then it turns out that 90% of what you do is petty fetch quests digging around in [[sewer]]s fighting rats. No, not giant ones, nor large packs of them. Just plain ol' rats. The Generic Evil yadda yadda is mainly fought in non-interactive cutscenes, except maybe for a brief final boss fight that only barely counts as interactive. That would probably be a good case of Ludonarrative Dissonance.
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