Deceptive Game Design-Gualeni
#notesFromPaper
Year : Tags : Authors: Gualeni Van De Mosselaer
Talks briefly about critical play and introduces designer subversion.
Deceptive game design leads to “ludic unreliability”, though this unreliability can sometimes be unintentional
covert deception: Where a lie serves an in-game purpose
overt deception: Where the game designer lies, but the player is supposed to find out the lie
Waldo.io: Says you’re playing with other players, but it’s actually singleplayer v AI
Gone Home seems like a horror game, but is actually an intimate reflection on relationships
Undertale your LV and EXP are actually tracking how violent you’ve been
MGS2 you aren’t playing as the protag from MGS1, but a rookie
Necessary Evil you play as the minion, not the protagonist
other examples:
- frog fractions
- aim assist
- spops
- opera Omnia