Follow TV Tropes

Following

History Main / TricksterGame

Go To

OR

Is there an issue? Send a MessageReason:
None


** There's actually [[spoiler: three]] POV characters.
** The flowchart is split into two main branches, Mitzuki in the present and Ryuki in the past. [[spoiler:half of the nodes in the main branches are switched, so half of Ryuki's nodes are in the present and half of Mitzuki's nodes are in the past, except it's her identical twin]]. It's corrected before the big finale.
** There's a third route, [[spoiler:where the story goes off the rails in a meta plot about leaving reality]] and the mystery is solved very quickly.

to:

** There's actually [[spoiler: three]] [[spoiler:three]] POV characters.
** The flowchart is split into two main branches, Mitzuki in the present and Ryuki in the past. [[spoiler:half [[spoiler:Half of the nodes in the main branches are switched, so half of Ryuki's nodes are in the present and half of Mitzuki's nodes are in the past, except it's her identical twin]]. It's corrected before the big finale.
** There's a third route, [[spoiler:where the where [[spoiler:the story goes off the rails in a meta plot about leaving reality]] and the mystery is solved very quickly.



** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right."]]

to:

** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which [[spoiler:Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right."]]
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/{{Minecraft}}'' [[VideoGame/MinecraftAdventureMaps adventure map]] "The Easiest Adventure Map[[TradeSnark ™]]" is a jab at simplistic, easy, low-effort adventure maps, as well as the players who prefer them to maps with more effort put into them. At first glance, it's a light-hearted map with an ExcusePlot about a witch stealing your milk for no good reason, and following the instructions given will [[{{Railroading}} railroad]] you through 10 easy challenges and hand you an [[AWinnerIsYou unsatisfying ending]]. However, going against the instructions and deliberately failing the challenges will cause the witch to [[VillainousBreakdown become less funny and more aggressive]], and failing all 10 will [[spoiler:reveal that the player is trapped in a LotusEaterMachine, forcing them to find the way out.]]

to:

* The ''VideoGame/{{Minecraft}}'' [[VideoGame/MinecraftAdventureMaps adventure map]] "The Easiest Adventure Map[[TradeSnark ™]]" map ''VideoGame/TheEasiestAdventureMapTM'' is a jab at simplistic, easy, low-effort adventure maps, as well as the players who prefer them to maps with more effort put into them. At first glance, it's a light-hearted map with an ExcusePlot about a witch stealing your milk for no good reason, and following the instructions given will [[{{Railroading}} railroad]] you through 10 easy challenges and hand you an [[AWinnerIsYou unsatisfying ending]]. However, going against the instructions and deliberately failing the challenges will cause the witch to [[VillainousBreakdown become less funny and more aggressive]], and failing all 10 will [[spoiler:reveal that the player is trapped in a LotusEaterMachine, forcing them to find the way out.]]

Added: 1205

Changed: 263

Is there an issue? Send a MessageReason:
spikechunsoft games are tricky


* ''VideoGame/AITheSomniumFilesNirvanaInitiative'': The game presents itself as a "simple" story with two point of view protagonists and a branching flowchart.
** There's actually [[spoiler: three]] POV characters.
** The flowchart is split into two main branches, Mitzuki in the present and Ryuki in the past. [[spoiler:half of the nodes in the main branches are switched, so half of Ryuki's nodes are in the present and half of Mitzuki's nodes are in the past, except it's her identical twin]]. It's corrected before the big finale.
** There's a third route, [[spoiler:where the story goes off the rails in a meta plot about leaving reality]] and the mystery is solved very quickly.



** ''VisualNovel/ZeroTimeDilemma'' presents itself in cutscenes as a third-person adventure game in the style of Creator/TelltaleGames. [[spoiler:Once again, it's secretly first-person, from the perspective of someone you didn't know existed- and for the third time in a row, he is the new Zero.]]

to:

** ''VisualNovel/ZeroTimeDilemma'' ''VisualNovel/ZeroTimeDilemma''
*** The game
presents itself in cutscenes as a third-person adventure game in the style of Creator/TelltaleGames. [[spoiler:Once again, it's secretly first-person, from the perspective of someone you didn't know existed- and for the third time in a row, he is the new Zero.]]]]
*** The flowchart is wrong, but gets corrected later. Specifically [[spoiler: events depicted as being concurrent are not, they are sequential]].
*** One node in the flowchart is missing until the finale, and another is replaced with a different one.
Is there an issue? Send a MessageReason:
None

Added DiffLines:


[[folder:Wide-Open Sandbox]]
* The ''VideoGame/{{Minecraft}}'' [[VideoGame/MinecraftAdventureMaps adventure map]] "The Easiest Adventure Map[[TradeSnark ™]]" is a jab at simplistic, easy, low-effort adventure maps, as well as the players who prefer them to maps with more effort put into them. At first glance, it's a light-hearted map with an ExcusePlot about a witch stealing your milk for no good reason, and following the instructions given will [[{{Railroading}} railroad]] you through 10 easy challenges and hand you an [[AWinnerIsYou unsatisfying ending]]. However, going against the instructions and deliberately failing the challenges will cause the witch to [[VillainousBreakdown become less funny and more aggressive]], and failing all 10 will [[spoiler:reveal that the player is trapped in a LotusEaterMachine, forcing them to find the way out.]]
[[/folder]]

Added: 3884

Changed: 3

Removed: 3784

Is there an issue? Send a MessageReason:
Alphabetized examples.


%%%
%%
%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
%%
%%%



* ''VideoGame/HellbladeSenuasSacrifice'' marks how many times you've lost a life by showing a patch of rot creeping up Senua's arm, with the promise that once it reaches her head it'll be a true Game Over, and you'll have to start over from the beginning. Notably, it never tells you ''how many'' continues you have left. [[spoiler: It never actually reaches her head. Even if you were 95% sure that was the trick because a kind developer wouldn't actually do that to you, sowing doubt and distrust for the game itself is just one of the many brilliant ways it puts the player into the role of a paranoid schizophrenic.]]

to:

* ''VideoGame/HellbladeSenuasSacrifice'' marks how many times you've lost a life by showing a patch of rot creeping up Senua's arm, with the promise that once it reaches her head it'll be a true Game Over, and you'll have to start over from the beginning. Notably, it never tells you ''how many'' continues you have left. [[spoiler: It [[spoiler:It never actually reaches her head. Even if you were 95% sure that was the trick because a kind developer wouldn't actually do that to you, sowing doubt and distrust for the game itself is just one of the many brilliant ways it puts the player into the role of a paranoid schizophrenic.]]



* ''VideoGame/SecondSight'' has the protagonist psychic, John Vattic, travelling back in time to prior incidents and able to change the events with the knowledge of the future. [[spoiler:Except that he's not travelling into the past. He's in the past and is having precognitive visions of what will happen unless he acts.]]



* ''VideoGame/SecondSight'' has the protagonist psychic, John Vattic, travelling back in time to prior incidents and able to change the events with the knowledge of the future. [[spoiler:Except that he's not travelling into the past. He's in the past and is having precognitive visions of what will happen unless he acts.]]



* ''VisualNovel/DokiDokiLiteratureClub'':
** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right."]]
** At certain points, the player is presented with traditional visual novel choices--except that all of those choices say the same (likely unexpected and undesirable) thing, or there's only one (likely undesirable) option, or, in one case, the game ''outright moves the mouse away from all choices but one''.
* The CentralTheme of ''VisualNovel/FleuretBlanc'' is materialism and obsession -- two things that video games, by their nature, tend to encourage. This makes for a very interesting choice of medium, and the dissonance is played up for all it's worth. The mechanics encourage you to reduce your co-workers to RelationshipValues and hoard their prized possessions -- which don't even have any meaning to you! -- all while characters wax philosophical about the meaning of objects in our lives and if we can really gain happiness just through having enough possessions. One of the characters is an avid gamer obsessed with virtual achievements and the like. Gaining an item results in a cheerful ItemGet jingle, while losing one results in a sad trombone noise, even when it's part of a scripted sequence. This makes many players have a kneejerk negative reaction to losing items, even when it makes perfect sense and is the smarter option. The [[spoiler:gold placard]] is a particular {{Troll}} in this regard; it's ''only ever added to the inventory in cutscenes'', because Florentine always discards it again by the end of the scene. You never keep it permanently, even though it looks like a legitimate item. The game also dramatically tallies up ScoringPoints at the end of every day over a background that says "[[LampshadeHanging Everything is collectible]]"; these points do absolutely nothing. While there is never any explicit betrayal of the player on the level of some other examples here, the game is carefully crafted to make the player uncomfortable and reevaluate their behavior.
* The featured romance in ''VisualNovel/MagicalDiary'''s ''Horse Hall'' version is [[spoiler:with a 'bad boy' character who is actually playing on the trope expectations of the target audience to lull the character, and the player, into doing exactly what he wants]]. Many players recognise the manipulation on a character level and laugh about playing out the "cheesy romance", but don't realise that they themselves are being tricked as well. There are [=YouTube=] videos of ''horrified shrieking'' from players suddenly discovering that they were being played all along.
* ''VisualNovel/YouAndMeAndHer''. Despite some strange metafiction sprinkled throughout involving Aoi, the Miyuki's route, the first route of the game is a fairly normal romance story. After the player decides to do Aoi's, however, a series of strange questions begin popping up that, if chosen incorrectly, suddenly lock the player into replaying Miyuki's ending. [[spoiler:Because Miyuki's actually fully aware of the events of her route, and intentionally trying to sabotage you. Once she reveals herself, she hijacks the game and intentionally removes the save feature, just to ensure you can't fight her.]]



** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the participants.'' '''In the past.''' And said person is '''''[[BigBad Zero]].''''']]

to:

** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the participants.'' '''In the past.''' And said person is '''''[[BigBad Zero]].''''']]Zero]]''''']].



* The featured romance in ''VisualNovel/MagicalDiary'''s ''Horse Hall'' version is [[spoiler:with a 'bad boy' character who is actually playing on the trope expectations of the target audience to lull the character, and the player, into doing exactly what he wants.]] Many players recognise the manipulation on a character level and laugh about playing out the "cheesy romance", but don't realise that they themselves are being tricked as well. There are [=YouTube=] videos of ''horrified shrieking'' from players suddenly discovering that they were being played all along.
* ''VisualNovel/YouAndMeAndHer''. Despite some strange metafiction sprinkled throughout involving Aoi, the Miyuki's route, the first route of the game is a fairly normal romance story. After the player decides to do Aoi's, however, a series of strange questions begin popping up that, if chosen incorrectly, suddenly lock the player into replaying Miyuki's ending. [[spoiler:Because Miyuki's actually fully aware of the events of her route, and intentionally trying to sabotage you. Once she reveals herself, she hijacks the game and intentionally removes the save feature, just to ensure you can't fight her.]]
* The CentralTheme of ''VisualNovel/FleuretBlanc'' is materialism and obsession -- two things that video games, by their nature, tend to encourage. This makes for a very interesting choice of medium, and the dissonance is played up for all it's worth. The mechanics encourage you to reduce your co-workers to RelationshipValues and hoard their prized possessions -- which don't even have any meaning to you! -- all while characters wax philosophical about the meaning of objects in our lives and if we can really gain happiness just through having enough possessions. One of the characters is an avid gamer obsessed with virtual achievements and the like. Gaining an item results in a cheerful ItemGet jingle, while losing one results in a sad trombone noise, even when it's part of a scripted sequence. This makes many players have a kneejerk negative reaction to losing items, even when it makes perfect sense and is the smarter option. The [[spoiler:gold placard]] is a particular {{Troll}} in this regard; it's ''only ever added to the inventory in cutscenes'', because Florentine always discards it again by the end of the scene. You never keep it permanently, even though it looks like a legitimate item. The game also dramatically tallies up ScoringPoints at the end of every day over a background that says "[[LampshadeHanging Everything is collectible]]"; these points do absolutely nothing. While there is never any explicit betrayal of the player on the level of some other examples here, the game is carefully crafted to make the player uncomfortable and reevaluate their behavior.
* ''VisualNovel/DokiDokiLiteratureClub''
** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right."]]
** At certain points, the player is presented with traditional visual novel choices--except that all of those choices say the same (likely unexpected and undesirable) thing, or there's only one (likely undesirable) option, or, in one case, the game ''outright moves the mouse away from all choices but one''.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Inscryption}}'' begins with a card-based main menu where the spot where the "New Game" card should be is just a gray outline, forcing you to play the "Continue" card instead. Why this is, and what the nature of the game itself even is, expands far, FAR beyond the scope of anything shown on the game's promotional material.

to:

* ''VideoGame/{{Inscryption}}'' begins with a card-based main menu where the spot where the "New Game" card should be is just a gray outline, forcing you to play the "Continue" card instead. Why this is, and what the nature of the game itself even is, expands far, FAR beyond the scope of anything shown on the game's promotional material. The game constantly adds in new rules and mechanics, as well as new twists, to constantly pull the rug out from under the player and keep them on their toes. Among other things, [[spoiler:the cabin card/escape room gameplay that appears to be the entire game is only Act 1, while Act 2 completely changes the art style into pixels and adds two new card types, Magicks and Technology, while revealing that the talking cards who helped you were villains using you all along. Then Act 3 has bosses that play around with the fourth wall, like the Archivist who tries to make you think you are risking your own computer files in the battle, and in the end it turns out you were unwittingly helping P03 upload the game onto the Internet]].
Is there an issue? Send a MessageReason:
None


** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the participants. '''In the past.''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as a 67-year-old man but tricks you into thinking he's 22.]]
** ''VisualNovel/ZeroTimeDilemma'' presents itself in cutscenes as a third-person adventure game in the style of Creator/TelltaleGames. [[spoiler:Once again, it's secretly first-person, from the perspective of someone you didn't know existed.]]

to:

** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the participants. '' '''In the past.''' And said person is '''''[[BigBad Zero]].''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as a 67-year-old man but [[TomatoSurprise tricks you into thinking he's 22.22]]- and once again, he is ([[TomatoInTheMirror unknowingly]]) the Zero of the game.]]
** ''VisualNovel/ZeroTimeDilemma'' presents itself in cutscenes as a third-person adventure game in the style of Creator/TelltaleGames. [[spoiler:Once again, it's secretly first-person, from the perspective of someone you didn't know existed.existed- and for the third time in a row, he is the new Zero.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/ThereIsNoGame'' starts out by telling you, well, that. And will ''keep'' trying to convince you there is no game and nothing you can do.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Action Games]]
* ''VideoGame/HellbladeSenuasSacrifice'' marks how many times you've lost a life by showing a patch of rot creeping up Senua's arm, with the promise that once it reaches her head it'll be a true Game Over, and you'll have to start over from the beginning. Notably, it never tells you ''how many'' continues you have left. [[spoiler: It never actually reaches her head. Even if you were 95% sure that was the trick because a kind developer wouldn't actually do that to you, sowing doubt and distrust for the game itself is just one of the many brilliant ways it puts the player into the role of a paranoid schizophrenic.]]
[[/folder]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Puzzle Games]]
* ''VideoGame/BabaIsYou'' starts as a simple deconstruction of the "sliding block puzzle" game, in which you can change how objects respond to each other by mix-and-matching the "rules" that govern each level. It continues into being a deconstruction of that premise as the ''words of the rules themselves'' become physical parts of the solutions, then into being a deconstruction of its deconstruction, and so on. To get the true ending, you'll have to think on multiple levels of meta-control at the same time, transforming empty space, level icons, and eventually the interface itself all into parts of the ultimate solution. Time after time you'll think you've broken the game only to realize that breaking it is part of how you play it.
[[/folder]]
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Inscryption}}'' begins with the main menu's "New Game" button greyed out, forcing you to press "Continue" instead. Why this is, and what the nature of the game itself even is, expands far, FAR beyond the scope of anything shown on the game's promotional material.

to:

* ''VideoGame/{{Inscryption}}'' begins with the a card-based main menu's menu where the spot where the "New Game" button greyed out, card should be is just a gray outline, forcing you to press play the "Continue" card instead. Why this is, and what the nature of the game itself even is, expands far, FAR beyond the scope of anything shown on the game's promotional material.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Collectible Card Games]]
* ''VideoGame/{{Inscryption}}'' begins with the main menu's "New Game" button greyed out, forcing you to press "Continue" instead. Why this is, and what the nature of the game itself even is, expands far, FAR beyond the scope of anything shown on the game's promotional material.
[[/folder]]

Changed: 120

Is there an issue? Send a MessageReason:
That's not what Meta Game means. Hopefully, this will do (as in, the other examples the earlier editor was thinking of don't get adde din now).


* ''VisualNovel/DokiDokiLiteratureClub'' has a number of MetaGame elements, most of which do not fall under this trope. However, there are two elements that do:

to:

* ''VisualNovel/DokiDokiLiteratureClub'' has a number of MetaGame elements, most of which do not fall under this trope. However, there are two elements that do:''VisualNovel/DokiDokiLiteratureClub''
Is there an issue? Send a MessageReason:
None


[[folder: Adventure Games]]

to:

[[folder: Adventure [[folder:Adventure Games]]



[[folder: Platformers]]

to:

[[folder: Platformers]][[folder:Platformers]]
Is there an issue? Send a MessageReason:
None


** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right"]].

to:

** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right"]].right."]]

Added: 244

Changed: 910

Removed: 1069

Is there an issue? Send a MessageReason:
There Is No Game involves the game lying to you, but is not an example of this trope. Also, cutting the spoiler warning because there are still ample spoiler tags.


A quick note for clarity: This trope is about ''the game itself'' tricking the player, specifically. It's not simply about plot twists, or about characters being deceptive. It's not just "TomatoInTheMirror, but in a video game". The wise old mentor turning out to be the villain all along is ''not'' this trope.

to:

A !!!A quick note for clarity: This trope is about ''the game itself'' tricking the player, specifically. It's not simply about plot twists, or about characters being deceptive. It's not just "TomatoInTheMirror, but in a video game". The wise old mentor turning out to be the villain all along is ''not'' this trope.



Thus they naturally rely on the game to help them along: to teach them the rules of this new "reality", and to support their efforts to interact with it.

After all, how could one play games if they couldn't be trusted to bring the player into the experience?

However, this also means that players are susceptible to that trust being subverted.

And that is this trope: those games that use the player's trust in the game itself to trick them.

to:

Thus they naturally rely on the game to help them along: to teach them the rules of this new "reality", and to support their efforts to interact with it.

it. After all, how could one play games if they couldn't be trusted to bring the player into the experience?

experience? However, this also means that players are susceptible to that trust being subverted.

subverted. And that is this trope: those games that use the player's trust in the game itself to trick them.



One simple manifestation of this is for the game to claim that the traditional WhenAllElseFailsGoRight in effect, when in fact it isn't.

May involve leading the player away from an OffscreenStartBonus.

Compare TheComputerIsALyingBastard, in which the game provides information, but isn't very good at it. Compare also with TheComputerIsACheatingBastard, in which the computer cheats at the game.

Compare and contrast DeconstructionGame, which is a game that makes a point of examining one or more video-game tropes. Indeed, a Trickster Game's subversion of expected video game tropes is one potential means of making a DeconstructionGame.

to:

One simple manifestation of this is for the game to claim that the traditional WhenAllElseFailsGoRight in effect, when in fact it isn't.

isn't. May involve leading the player away from an OffscreenStartBonus.

Compare TheComputerIsALyingBastard, in which the game provides information, but isn't very good at it. Compare also with TheComputerIsACheatingBastard, in which the computer cheats at the game.

Compare and contrast
game. Contrast DeconstructionGame, which is a game that makes a point of examining one or more video-game tropes. Indeed, a Trickster Game's subversion of expected video game tropes is one potential means of making a DeconstructionGame.



!!As this is an EndingTrope, beware of unmarked spoilers.



[[folder: Puzzle Games]]
* ''VideoGame/ThereIsNoGame'': Since the narrator insists that it isn't a game when it actually is, you sometimes have to do the opposite of what he tells you. For instance, when he tells you not to search for a ball on the screen, you have to do just that.
[[/folder]]



* ''VisualNovel/ZeroEscape'':
** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the players.'' '''''In the past.''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as an old man but tricks you into thinking he's college age.]]

to:

* ''VisualNovel/ZeroEscape'':
Each entry in the ''VisualNovel/ZeroEscape'' trilogy has a surprising revelation about [[spoiler:the identity of the player character]]:
** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the players.'' '''''In participants. '''In the past.''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as an old a 67-year-old man but tricks you into thinking he's college age.22.]]
** ''VisualNovel/ZeroTimeDilemma'' presents itself in cutscenes as a third-person adventure game in the style of Creator/TelltaleGames. [[spoiler:Once again, it's secretly first-person, from the perspective of someone you didn't know existed.
]]
Is there an issue? Send a MessageReason:
None


[[/folder]]

to:

[[/folder]][[/folder]]
----
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder: Platformers]]
* ''VideoGame/Depict1'' plays this trope right from the ''title screen'', what with "press nothing to begin" being the very first instruction you see. You learn very quickly that TheComputerIsALyingBastard and your trust in what the game says is immediately toyed with.
[[/folder]]
Is there an issue? Send a MessageReason:
Created from YKTTW

Added DiffLines:

A quick note for clarity: This trope is about ''the game itself'' tricking the player, specifically. It's not simply about plot twists, or about characters being deceptive. It's not just "TomatoInTheMirror, but in a video game". The wise old mentor turning out to be the villain all along is ''not'' this trope.

For the most part, video games are remarkably trustworthy. There are things that players can, in general, rely upon: The tutorial will give accurate information on how to play; on-screen instructions aid the player; all mechanics required to win will be made apparent.

And this makes sense: When the player begins a new game, they're engaging with a new and unfamiliar context. As a result, the foundational "rules" of how they interact with that context are undetermined: How do they do anything? Should they go left or right? What are they supposed to be doing? And so on.

Thus they naturally rely on the game to help them along: to teach them the rules of this new "reality", and to support their efforts to interact with it.

After all, how could one play games if they couldn't be trusted to bring the player into the experience?

However, this also means that players are susceptible to that trust being subverted.

And that is this trope: those games that use the player's trust in the game itself to trick them.

Maybe the game tells the player to go only go left, when going right is the only path to the GoldenEnding. Maybe the tutorial lies to the player about mechanics. Maybe the game messes with the interface to prevent the player from choosing something.

And when this happens, it can pull the foundation of the player's experience out from under them. Suddenly interaction becomes more uncertain; old familiar truisms of gaming may no longer apply. It can make for quite an unnerving experience.

One simple manifestation of this is for the game to claim that the traditional WhenAllElseFailsGoRight in effect, when in fact it isn't.

May involve leading the player away from an OffscreenStartBonus.

Compare TheComputerIsALyingBastard, in which the game provides information, but isn't very good at it. Compare also with TheComputerIsACheatingBastard, in which the computer cheats at the game.

Compare and contrast DeconstructionGame, which is a game that makes a point of examining one or more video-game tropes. Indeed, a Trickster Game's subversion of expected video game tropes is one potential means of making a DeconstructionGame.

A somewhat-related concept is the PlayerPunch, in which the game uses the player's investment in a character (or other object of attachment) to make a narrative element more impactful and/or motivating.

!!As this is an EndingTrope, beware of unmarked spoilers.

----
!!Examples:

[[foldercontrol]]

[[folder: Adventure Games]]
* ''VideoGame/DreamingMary'': The game's instructions puts the player on a very linear path- meet the characters, play their games, collect seeds, and finally visit Boaris. The player is told to do things like ''not'' go into certain areas and to ignore things one of the characters says. Breaking these rules results in a very different and more horrifying game, where the player learns more about Mary's plight and may eventually set her free.
[[/folder]]

[[folder: Puzzle Games]]
* ''VideoGame/ThereIsNoGame'': Since the narrator insists that it isn't a game when it actually is, you sometimes have to do the opposite of what he tells you. For instance, when he tells you not to search for a ball on the screen, you have to do just that.
[[/folder]]

[[folder:Third Person Shooters]]
* ''VideoGame/SpecOpsTheLine'' starts off by doing its level best to convince the player that it is a standard military shooter; everything from the trailer, the demo, the cover art to even the first 40 or so minutes of gameplay is engineered to make the game appear as nothing more than a typical {{America Saves the Day}}, kill-all-the-bad-guys shooter. However as the story unfolds, it slowly reveals itself to be a GenreDeconstruction of military shooter games, and criticizes the genre for providing players an unrealistic and immoral escapist fantasy through the glorification of violence. The game straight up calls out the player for using the game to act out a [[IJustWantToBeBadass power fantasy]], calling into question the morality of playing games which simulate killing people for fun. The game's protagonist, Capt. Martin Walker, transforms from a strait-laced, no-nonsense soldier into a vicious, bloodthirsty maniac as a result of his experiences and the increasingly barbaric actions he is "forced" to carry out. [[spoiler:At the end of the game, it is revealed that he had been hallucinating large parts of the game, including the existence of Col. John Konrad, the alleged "villain".]]
* ''VideoGame/SecondSight'' has the protagonist psychic, John Vattic, travelling back in time to prior incidents and able to change the events with the knowledge of the future. [[spoiler:Except that he's not travelling into the past. He's in the past and is having precognitive visions of what will happen unless he acts.]]
[[/folder]]

[[folder:Visual Novels]]
* ''VisualNovel/ZeroEscape'':
** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the players.'' '''''In the past.''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as an old man but tricks you into thinking he's college age.]]
* The featured romance in ''VisualNovel/MagicalDiary'''s ''Horse Hall'' version is [[spoiler:with a 'bad boy' character who is actually playing on the trope expectations of the target audience to lull the character, and the player, into doing exactly what he wants.]] Many players recognise the manipulation on a character level and laugh about playing out the "cheesy romance", but don't realise that they themselves are being tricked as well. There are [=YouTube=] videos of ''horrified shrieking'' from players suddenly discovering that they were being played all along.
* ''VisualNovel/YouAndMeAndHer''. Despite some strange metafiction sprinkled throughout involving Aoi, the Miyuki's route, the first route of the game is a fairly normal romance story. After the player decides to do Aoi's, however, a series of strange questions begin popping up that, if chosen incorrectly, suddenly lock the player into replaying Miyuki's ending. [[spoiler:Because Miyuki's actually fully aware of the events of her route, and intentionally trying to sabotage you. Once she reveals herself, she hijacks the game and intentionally removes the save feature, just to ensure you can't fight her.]]
* The CentralTheme of ''VisualNovel/FleuretBlanc'' is materialism and obsession -- two things that video games, by their nature, tend to encourage. This makes for a very interesting choice of medium, and the dissonance is played up for all it's worth. The mechanics encourage you to reduce your co-workers to RelationshipValues and hoard their prized possessions -- which don't even have any meaning to you! -- all while characters wax philosophical about the meaning of objects in our lives and if we can really gain happiness just through having enough possessions. One of the characters is an avid gamer obsessed with virtual achievements and the like. Gaining an item results in a cheerful ItemGet jingle, while losing one results in a sad trombone noise, even when it's part of a scripted sequence. This makes many players have a kneejerk negative reaction to losing items, even when it makes perfect sense and is the smarter option. The [[spoiler:gold placard]] is a particular {{Troll}} in this regard; it's ''only ever added to the inventory in cutscenes'', because Florentine always discards it again by the end of the scene. You never keep it permanently, even though it looks like a legitimate item. The game also dramatically tallies up ScoringPoints at the end of every day over a background that says "[[LampshadeHanging Everything is collectible]]"; these points do absolutely nothing. While there is never any explicit betrayal of the player on the level of some other examples here, the game is carefully crafted to make the player uncomfortable and reevaluate their behavior.
* ''VisualNovel/DokiDokiLiteratureClub'' has a number of MetaGame elements, most of which do not fall under this trope. However, there are two elements that do:
** In most visual novels, one's save-game collection is a reliable means to go back and "fix" any mistakes that the player may have made. [[spoiler: Which makes for all the more of a punch when those saves are ''erased'' after a particularly impactful and likely-upsetting scene, thus taking away that means of "setting things right"]].
** At certain points, the player is presented with traditional visual novel choices--except that all of those choices say the same (likely unexpected and undesirable) thing, or there's only one (likely undesirable) option, or, in one case, the game ''outright moves the mouse away from all choices but one''.
[[/folder]]

[[folder:Web Games]]
* TowerDefense game ''VideoGame/GemCraft: Chapter Zero'' is a fairly mild version. The Player should be wary of the premise of the game (a sorcerer seeking the ultimate MacGuffin) since it's a prequel, and the boss-fights are named [[spoiler: ancient guardians]], but overall the player identifies with the main character, wanting to beat all of the levels. Then you get to the very last stage and have to free the MacGuffin from a seal. Destroying the seal [[spoiler: unleashes the SealedEvilInACan that possesses you, necessitating the character of the original ''VideoGame/GemCraft'' game, ''Chapter 1'', to come along and clean up the mess you made. NiceJobBreakingItHero]]!
[[/folder]]

Top