summation
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Anxiety deceives players with genre shift and arg elements and adds psychological magic layers to experience.
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The Talos Principles seduce a player with soft power and reveals the simulation of human extinction that challenges obedience and free will.
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Stanley parable illuminates the player with cynical operation and shows the illusion of choice in agencies, expectations and meta sermons.
Some games deceive the player because of bugs. Other people because of bad tutorials. But there are people who lie Intentionally-Game where the player dies in the eyes and twists the truth for a narrative rug pool, mechanical surprise or just a joke. These are not just clever. They are designed to make tricks in the best possible ways to change the wrong information into the core part of experience.
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This game, which makes expectations a mess, breaks the fourth wall, or pretends not them, talks in the most deceptive way as possible. Next is the best game I knew They were lying love Every moment of it.
6
instability
“Please choose the deck wisely.” In fact, the game, not the card game.
At first glance instability It looks like another eerie deck construction. The card on the table, the mysterious character of the player, the light horror atmosphere. Pretty normal things until Stoat starts to speak.
It is clear that something is not right from the moment the first card is opened. This game is not just breaking the fourth wall Change with dust. The room setting is just the first layer of the deeply overlapped Matryoshka doll genre and a lie. One minute, the player is adjusting the deck to survive in Leshyy's sadistic table game, and he has jumped into discovering video horror or exploring downward RPG segments from the 90's.
road instability Lies are systematic. It is quietly broken after setting the rules. It teaches players how to survive and then draws the rugs by changes in the genre that reconstructs everything before. And it does not calculate the ARG element bleeding with actual file manipulation. It is as psychological magic tricks as games.
To the players who thought they were joining like a simple log El instability It makes one thing quickly I want The player believes it. I needed a lie because the truth would have ruined the surprise.
5
Talos principle
“You shouldn't be here” The game was a different hit when it meant it
There is something very quiet Talos principle. The omnipotent voices of sunshine ruins, ancient structures, and Elohim tell the players to loosen the puzzles. Everyone feels like it's reaching for something spiritual. But under the philosophical tone and beautifully designed logic puzzles, the game quietly provides a lie to the player.
Elohim is convinced that the player will lead to enlightenment as he talks with his authority. But as the deeper player is, more cracks begin to appear. The forbidden terminals appear in the corners of the world and provide lost historical sculptures. AI logs and systems are ignored and corrupt messages hint that this sacred playground is not sacred at all. It is a simulation built on human extinction.
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The lie of the game is the promise of the purpose. It sees the rebellion as a quiet alternative and asks the players to accept the rules. Those who ignore Elo Him, who climbs the mysterious tower he warns, find out that free will is not a puzzle, but a real test.
Most games are compensated to the player along the way before you Talos principle Players question whether they should be on the road.
4
Stanley parable
The only game that illuminates the gas as a question of the player
Starting with the story of a man in an empty office, it quickly turns into a game and actively resentes the ideas that are played correctly. Stanley parable We do not lie to the player with one clean stroke. It is constantly bordered by performing arts because it is constantly, fun, and the satire with floors.
The narrator tells the player what Stanley does. Or rather, Must be I do it. However, the player refuses to choose another door, refuses to move, or walks the circle, bends the story, relaxes, or burns it completely. This game is especially surreal and often for contradictory players, especially in disobedience.
There is no “victory” Stanley parable. All endings are commentary on the fantasy of expectations and choice. The narrator is informed and manipulated, then begged and ridiculed. Everything comes from the core deception. There is a story with a point and can be found when the player follows the rules. But the actual story is to refuse compliance. And the game knows it. It was always.
3
Undertale
A place where even your mercy can be weapon
There is a lie and the next Undertale. From the first moment, it is sold as a brilliant retro RPG with a harmless humor. The game, skeletal joke, and love that flowers speak are measured by “Lv”.
But the second player becomes clear that he pays attention and is turned off. “Lv” indicates “violence level”, not experience. The enemies do not have to die. The mercy is more than a maintenance. It selects the world to reconstruct the world and how the character treats the player.
And there is Flowey. That smile, innocent flowers to the player his The world, “I was dead or killed.” He is not just a deception face UndertaleHe is his meta voice. He remembers what the player did in the past. He calls them reset. He is trying to play the rules of the game because he knows that the player is trying to play to them.
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Whether the player completes the massacre or adheres to the pacifist line Undertale I remember. Mensure its own storage system to prevent results. And the game is lying to protect the fantasy of innocence. It reveals that all the decisions are more important than that until they are ready to drop the curtains.
2
There is no game: wrong dimension
“There is no game,” he said.
There are few games There is no game: wrong dimension. Start by telling the player not to play. to the letter. The booming narrator attempts to close the object before starting, claims that there is nothing to see, there is no fun, and there is no game.
Of course, that's the first lie. The following is a ridiculous multiple genre puzzle comedy that constantly recreates itself. One minute is a point and click adventure, and the next is a parody of the mobile game and then suddenly trapped in a fake RPG. The player operates the menu as well as the game world, drags UI elements and breaks all the rules of interface design to solve the puzzles.
The charm is in how deeply misunderstood it is. The narrator is constantly placed in despair, not malice. He is trying to prevent the players from solving it and prevent the player from pulling the thread. But curiosity always wins, and this is what a developer wants.
There is no game: wrong dimension It is not a lie about becoming a game. lie Like ~ The game is jokingly jokingly until the player realizes that he has been invested emotionally throughout this time.
A game that made RAIDEN a lie and made Snake legendary
When it comes to deception of the game, nothing does not affect the size of the content. Metal Gear Solid 2 Loaned. The trailer showed a snake in the tanker. The box art was characterized by him back and forth. Even the demo was a pure snake. And an hour has passed for an hour. He is gone. The player suddenly controls RAIDEN, a rookie with animated hair, and has no idea what's going on.
It was a generation of bait and switches, not just shock value. Hideo Kojima designed the entire twist with a commentary on the idea that players' expectations, media manipulation and heroes are more formed by legends than reality. Snakes become background myths. RAIDEN is green and not sure, but it reflects the snake's actions until you become a soldier of your own kind.
lie Freedom Do not stop there. Colonel begins the defect. The goal is contradictory. The codec calls Devolve as a nonsense. The player was told that he turned off the console, deleted the storage file, or played the simulation for the whole time. Game design is gas lighting. What looks like a simple sequel has become one of the most destructive experiences of the times. This is because they never cheated the player once, but never stopped.
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