In narrative games there are often two stories: the gameplay story (the story that your gameplay tells) and the story story (the one you see in cutscenes and voice-overs).
In Uncharted, often used as example of ludonarrative dissonance, the gameplay story is that of a mass-murderer. The story story is that of a caring husband and adventurous fun guy. They are completely seperate stories. There is no ludonarrative dissonance because that is a false dichotomy. There are just two stories in Uncharted.
Generally speaking aligning your gameplay story with your story story is good. In Dark Souls, you don’t just level up, you increase your souls. In Hades, you don’t just die and respawn, your death and rebirth is narratively framed to make sense.
Carl Jung/Robert McKee/The Hero’s Journey all state the importance of archetypes to any compelling story. John Warner further dives into that claim in relationship to why the world of Dark Souls is so compelling.
Jung’s main archetypes: the shadow, the animal, the wise old man, the anima, the animus, the mother, the child
Archetypes examples: the innocent, everyman, hero, outlaw, explorer, creator, ruler, magician, lover, caregiver, jester, and sage.
https://harappa.education/harappa-diaries/carl-jung-theory-of-archetypes/