I saw a video about cutscene incompetence, basically where a character in a game who is easily able to handle a situation when we are in control is unable to do the stuff we can do in gameplay or does something obviously stupid to further the plot (say, letting yourself get handcuffed in the recent Far Cry game). Why does this happen from a design perspective?
The term is called "ludonarrative dissonance" and it's the incongruity between the player character in gameplay and the player character in narrative. Generally, this happens when the narrative design doesn't work closely enough with the gameplay design to ensure a cohesive narrative and gameplay experience. This often happens because of the different speeds at which these get designed - not all gameplay systems exist or are mapped out when initial narrative design happens, and we can continue working on gameplay long after major narrative voiceover recording is already set in stone. The player character complaining about killing a narrative enemy stands out as weird while the party already slaughters thousands of nameless minions in gameplay for levels and loot.
The opposite concept also exists - it's called "ludonarrative harmony". These are games where the gameplay and mechanics of the game work in tandem with the narrative to reinforce and help each other hit harder. The Phoenix Wright Ace Attorney games are a pretty good example of this - the player is using detective and interviewing skills to advance a case and find a killer. The things the player does and the narrative usually line up well enough that the elements feel congruous and work together to become more than the sum of their parts.
The general importance of this depends on how important the team leadership cares about it. If the creative and team leadership wants to embrace ludonarrative harmony, they have to enforce it through the team's tasking and prioritization.
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