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Friction Design Archive

This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.

Blatant Lie

From Friction Design Archive


Summary: A metric or mechanic that appears to have a significant impact on gameplay progression only to turn out to be a lie, holding no actual danger.

Pattern Description

The game introduces a metric or mechanic that appears to have a significant impact on gameplay progression, character performance, or story outcomes. This can manifest as a visual indicator, numerical value, or gameplay mechanic that the player is made to believe to be cautious or trying in managing the introduced metric or mechanic. It may provide in-game hints or feedback that reinforce the notion of its importance, which leads players into prioritizing and focusing their attention on it.

However, the deceptive twist occurs when the game reveals that the metric or mechanic was misleading or inconsequential to the player's overall success or failure. This revelation may occur through a narrative event or gameplay scenario that demonstrates the true nature of the metric or mechanic.

Interaction Design Implications

Encountering the Blatant Lie pattern initiates a range of player emotions. Initially, players may experience a heightened sense of urgency or anxiety. The revelation can evoke surprise, amusement, or relief, challenging player assumptions and fostering a deeper understanding of the game's true mechanics.

Usage

Implementing the Blatant Lie pattern necessitates the careful introduction of a metric or mechanic that initially appears to hold substantial influence. The game may provide cues, feedback, or even explicit instructions, leading players to believe that this aspect is pivotal for success. The pivotal moment arises when the game unveils the true nature of the metric or mechanic through a narrative event or a carefully orchestrated gameplay scenario.

Examples

Stardew Valley
Stardew Valley (2016): Players are faced with two choices: supporting the Community Center or JojaMart. Morris claims JojaMart prices are cheaper, but they are actually higher (except for sunflower seeds), a fact players only realize if they manually compare the competitors.

HellBlade: Senua’s Sacrifice (2017): The "rot" is introduced as a darkness spreading on Senua's arm, leading players to believe it threatens her life or the save file. It is later revealed to be a psychological representation that does not actually end the game.

Metadata & Relations

Heuristic Violations
Sub-patterns None Identified
Related Patterns Betrayal, Mimic, False Friend, Faux Finale
Source Malaquias, Ana Rita Mendes. 2024. “A Proposal of Deception Patterns in Game Design.”; Malaquias, Rita, and Pedro Cardoso. 2025.

“Deception in Video Games: Nine Game Design Patterns.” In Advances in Design and Digital Communication V, edited by Nuno Martins and Daniel Brandão, 106–20. Cham: Springer Nature Switzerland. [1].

License CC BY 4.0
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