Very rarely do I find the story in a game good enough to care about some neologism like "ludonarrative dissonance".
I find these "important" games like Bioshock to be pretty embarrassing and childish in the story department. Ken Levine is not the first person to take on Ayn Rand. That's like shooting fish in a barrel. The pretentiousness of that game is just over the top. But it's a lot of fun, because they nailed the blowing shit up part.
Bioshock frames its story with the ideas of Ayn Rand, but is actually a story about objective goodness, family and love.
Infinite is a story about stories and about the cyclical nature of everything.
Maybe it wasn't the pinnacle of storytelling, but games have to juggle a lot more than books.
As far as Bioshock is concerned, I think it does a decent job with the story, but more importantly I think it represented just another step forward for video games as an artistic medium. It showed that games with a concept or philosophical point could have market appeal, and it paved the way for greater interest in such games down the road. There are stories and ideas that video games, through their interactivity, are uniquely suited to tell, and as a relatively new medium people are still figuring out what its strengths are, and how to make real art with it.
You may not care for video games as an art form. You may only be interested in them as a source of entertainment. That's fine! That's wonderful! We can have both! I am simply happy to see increased interest in video games as art, and I think that something as simple as moving beyond the idea of combat as the core mechanic is an important step toward realizing all that video games can be.
I also happen to think the mechanics of a shooter can be art.
I consider something artistic when it displays the creator's mastery of the craft. So yeah, Portal is art. Dear Esther? Pretentious drivel, without a doubt!
If you want a great art game, that was made to BE an art game and is not a deep philosofical piece try The Marriage [1]. This game actually disturbed me, as I considered Rod Humble to have achieved IT, to have created the first PURE videogame. Give it a try.
Economic, emotional, verbal conflict, for example, are hard to represent. The outcome may not be immediate, and the result may not be obvious.
Now combat is immediate. I shoot. If it bleeds, that means I hit it. If it falls down, it is dead. If it's not dead, shoot it again.
If you think that the idea of a game without violence is worth noting, then you're really not bothering to look at what games are out there.
Even shows that shoot for the more pacifist/philosophical angle tend to prominently feature violence (Doctor Who seems like an obvious example).