A problem I have, and other gamers with obsessive-compulsive disorder have is failing to immerse themselves in large games, due to their compulsions overwhelming them to the point of having to indulge them to stay sane. In doing so, the flow of the game is removed, as instead of following Garrus' lead to make the final push to secure the landing zone, you look for all the items and medi-gel in the environment. This effectively calls the game's bluff, as you have now shown that you can take as long as you want, and that this mission is clearly not time-sensitive. This creates ludonarrative dissonance. I explain what that big word means and more in my attached video. See you on the other side.
-
Edited by The Great DanTej: 9/21/2013 6:25:14 AM>ludonarrative dissonance Even if the dissonance in the narrative is caused by the gameplay, it's still [i]narrative dissonance[/i], adding the prefix ludo to it is just redundant and reeks of neckbeard (not to mention that ludo is an awfully silly sounding prefix)