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So in video games, ludonarrative dissonance is where the gameplay
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So in video games, ludonarrative dissonance is where the gameplay and setting of the video game, contradict the story, so for example, in the Uncharted game cutscenes, Drakes often like "Nooo theres no such thing as the supernatural, that's impossible, why would anyone believe these myths from this old man?" while for the past hour in gameplay he's been shooting fucking yetis and undead.

What is it called when this happens in film though? When characters blatantly act fucking retarded to drive the plot forward pulling you out of the film, or characters completely ignore technology or items avaliable to them or things they've done just before that will solve the situation?
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>>71657614
Good, old-fashioned plot holes.
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>>71657614
>ludonarrative dissonance
>Defeat 1000 enemies

I thought it meant how willing he is to kill or something?
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>>71657664
That would be the other example of it where Drake doesn't want to kill people and the villains are all bad people because they shot a couple of people, but Drake kills entire armies of mercenaries in his adventures.
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>>71657614
Weak plot.
It cant be a problem i movies, because the example you gave is not the best.
Ludonarriative dicobiscuits is a problem between plot/the world and gameplay.
So for example when you play the division, and RPG FPS and have to land multiple hadshots to kill a guy in a beanie
Or in the new Tomb Rider, when within 10 minutes you transform from a lost and scared young girl to a murder mashine.
Or when in Diablo some giant spider drops a battleaxe
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>What is it called when this happens in film though? When characters blatantly act fucking retarded to drive the plot forward pulling you out of the film

The horror genre.

Blockbuster movie.
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>>71657614
Your example is awful, and not ludonarrative dissonance at all, an example from vidya would be the ultra violent gameplay in bioshock infinite that doesn't mesh with bookers story of remorse about his violent past

Plot holes are not ludonarrative dissonance either, because it's a highly specific word that describes a disconnection between gameplay and narrative
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>>71658006
So movie equivalent could be batman who refuses to kill but the fight scenes are so violent it's impossible for all his victims to be alive afterwards?
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>>71657614
>What is it called when this happens in film though? When characters blatantly act fucking retarded to drive the plot forward pulling you out of the film

Batman v Superman
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>>71657614
It's called bad writing
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>>71658611
Or one where Batman is catching shit from Alfred about branding villains because the one he did it to earlier died in prison, but he just casually kills villains wholesale during the action scenes.
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>Paranormal activity 2
>Set up cameras all over the house
>Refuse to look at them and refuse anyone else to check them out when weird shit has been happening for literally no reason.
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>>71658611
There is no movie equivalent. If you broaden the term to just general non-cohesion then you have something that can be found in any medium.

A war movie in which the main character grows through the horrors of war to become staunchly anti war, but the narrative glorifies war or paints it as necessary and just, that would be non-cohesion.

Batman not killing bad guys then killing with gay abandon isn't necessarily a good example of a lack of cohesion, it's just one element, a badly planned and carried out character, but there's no interaction with other important elements
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>>71657711
In every action game you do this. The practical explanation is that games usually last more than 90 minutes, so you need a lot of filler. The filler should be about what the main meat of the game is, which is action. This can actually be handled in 2 ways: have very small numbers of very intelligent and hard enemies, or have large numbers of mediocre or dumb enemies. The first one is hard to do and taken as it is doesn't necessarily make for good gameplay (FEAR had one of the best AIs ever seen in FPS games, still rarely equaled if ever, yet even in FEAR you fight one or a couple hundred of those enemies because you have slow-mo powers. And you have those powers because the game would be mostly shit-flippingly hard otherwise), while the second one is easy. So most go for that route. In movies such scenes can be handled as small and tense gunfights, but when player interaction enters the fray it brings with it all kinds of complications.
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>>71657614
the Ludo part of Ludonarrative refers to games, so movies can't have ludonarrative dissonance as such. The meaning is pretty obvious in turn, that the narrative and the game itself do not mesh, are dissonant. It's a specifically game related problem because it arises out of player agency which movies and other mediums by nature do not have.
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