Matt Sawrey, Thunderbolt writes:
Back in 2007, former Lucasarts Creative Director and current Valve employee, Clint Hocking, wrote a blog post about the Ludonarrative Dissonance resulting from Bioshock’s methods of storytelling. It expanded upon his observation that Bioshock’s played story (the ludic) sat at odds with its told story (the narrative), thus rendering the overall storytelling experience uncomfortably fractured.
Hocking’s post is an eloquent thought piece that has gained renown in the past five years for artfully summarising an issue inherent to traditional storytelling within videogames. It also seems to have gone largely ignored within the realms of big budget videogame development.