A game section/mode where the themes/mood conveyed by gameplay mechanics don't match everything else
This occurs when the mood or the themes conveyed by the gameplay conflict with one or more other design elements (audio, visual, or narrative) in a video game. This can happen inadvertently, especially in big budget games with a high level of Gameplay and Story Segregation due to the communication wall between the writing team and the design team. However, it can also be deliberately invoked for laughs or in order to make a statement. Sometimes called "ludonarrative dissonance" by scholars and critics, but many people equate ludonarrative dissonance with Gameplay and Story Segregation, whereas this trope can be present without segregation or even an explicit story. In order to qualify for this trope, the actions a player must take to advance (gain score, advance the story, or obtain objectives) must contradict the mood or theme established by other elements in the work. If a player uses mods or Sequence Breaking to subvert other design elements, or flat-out ignores the objectives given to them by the game, that's Off the Rails. If an abstraction used by the game detracts from immersion, that's Acceptable Break from Reality gone too far. If the player has to do something overly-complicated to progress but the activity doesn't conflict with mood or theme, that's a Plot Lock. This trope is a sub-trope of Mood Dissonance.