Brasas: To continue with my movie analogy, I would not flat out say a silent movie is worse than a modern movie with sound? What I can say is the sound and music make it much easier to engage the viewer emotionally. But who says that's what the movie should try to do? :)
When I was little, before cell phones were a thing, me and a friend used to play Douchebag: the Game. This comprised sitting in a parked (soundproof) car, pointing at people and calling them douchebags. The fact that the biggest douchebags were probably ourselves wasn't lost on us.
On a less douchebaggy note, there's a classic Russian font called "Academy", a quite distinctive serif whose "p" glyph lacks the top, uh, serif. As a kid, when I read a classic book which used the font, I would set a quota of 2 pretty "p"s per line and count them to see if the book met it.
What I'm saying is the spectrum of pastimes which count as "games" is immensely diverse, and a linear scale implied by the term "ludonarrative" is unhelpful.
I'm primarily a tabletop roleplaying fan, and in tabletop, there is in fact a rather sharp delineation between story and mechanics -- because the "story" takes place in people's heads, is expressed in natural language and regulated primarily by vague unspoken sociocultural conventions, and mechanics is a supplementary mathematical tool. Rolling a die is distinct from describing what your character is going to do.
Videogames, however, make no such distinction. Everything happens on a computer, everything is code, everything is game. I don't think a game can have "more game" or "less game" vs "less story/more story". What would be the gauge, bytecount? Worker-hours spent per aspect? What if the engine is licensed? Interactive fiction is 100% story and 100% game. People say "walking simulators aren't games" (and I kinda see what they mean -- they are objectively a distinct category of electronic entertainment), but what, then, makes a game a game? Impact the player has on the plot? Many "true games" (shooters, adventures, strategies) have a fixed plot, move it forward or be stuck. Suggested difficulty? Many easy/casual games are "light on story", too, and difficulty levels are a thing. Videogames simply produce a variety of player experiences; trying to slice it up like a cow carcass and point out a binary border is unhelpful. If there is to be a border, it should be drawn elsewhere: like in tabletop, let there be "mechanics" and "everything else". (I take "ludonarrative" to mean that.) And a game can't "not have" mechanics, or have "less" or "more" -- if someone says it does, I take it to mean "this game's mechanics suck, they're either trivially solvable and involve no decision-making beyond the initial solution ("less") or incomprehensible to the point of depriving the player of meaningful choice and agency ("more").
Now, the ways a game can be good or bad aren't on any sort of linear scale; and human language is weird, too. The games I'd call well-designed, the games I'd call good, and the games which I personally enjoyed (playing, watching, or reading a let's play) overlap, but don't exactly match. That being said, do I have the right to say a game sucks? Yes, absolutely. Everything is subjective. Art is an area where opinion is the highest, the only form of knowledge. Bias can only exist where the scientific method applies (for example: I hate a game and I'm editing a wikipedia article on it, seeking out negative reviews to compile a "critical reception" section). Personal opinion "bias" is a batshit meme which needs to die.
In the silent movie example, the parallel to gaming would not be "Voices: Yes/No" but "Sound design: Voice+Music or Voice or Music or Completely Silent", "Dialogue: Voiced or Cards or Subtitles or zomgNone", etc. I keep saying how I love the stories of Teslagrad and Botanicula, even though these games don't have written words at all (except some Norwegian character substitution cypher or so I heard, but I can't Norwegian so I can't confirm).
P.S. "Douchebag: the Game" is a real commercial game which exists and is sold on GOG.
Brasas: Edit: This is a good example of what I meant higher: For story oriented players, the action gameplay in Bioshock, was perhaps a mechanism for "turning the pages" they did not actually engage with it deeply - therefore no dissonance experienced.
I haven't played Bioshock, but I'm a story nut and "turning pages" is exactly what I hate in games. I call it "dissociated mechanics" (term borrowed from tabletop). Why on earth I'm
wasting my life jumping through hoops if said jumping doesn't contribute to the story at all? Why am I paying for the game in money and time when there are cutscenes available on youtube? If I want to watch a movie (no, I don't), I'll watch a damn movie.
jefequeso: I don't know that Ludo-narrative dissonance is always bad, but I have yet to see it done well. In games like Spec Ops or Far Cry 3, it's just a cheap get out of jail free card.
When it's done well, it's just called "contrast" or "poetic irony". To quote a designer, "Evil, if defined as "things we don't like", is pretty much exclusively composed of things we
don't like." There's always some dissonance in fun games about terrible RL events or their fantasy equivalents.
dtgreene: Incidentally, I get the impression that Undertale is likely playable one-handed, particularly if you have a way to map an action button to something near the arrow keys. I don't think there's ever a time when you actually *need* fast access to multiple buttons and the arrow keys at the same time. Also, most of the time, you have time to move your hand between entering your command and having to dodge enemy attacks.
That was a rhetorical device. Obviously, not very disabled pereson even has a condition which negtively impacts manual dexterity. My point is, a game, in a narrow sense, is a series of RL challenges flavored as a series of fictional challenges. There are games where you can be better at stabbing people by being good at math, or having fast reflexes, or spending a lot of time, or paying money. Only the last one is strictly worse. Similarly, there's nothing immediately wrong with flavoring a twitch game as making friends. It's only when people claim Undertale is some sort of bestest ever commentary on the human condition which you can take at face value and draw Very Important Lessons from that I have to point and say, "No, wrong, this here part doesn't work". If a player has good reflexes, they can win the game peacefully
without knowing English, without actually engaging with the story and characters. If a player has bad reflexes, no amount of benevolence and "emotional intelligence" will help.