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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.

Misleading Standards

From Friction Design Archive


Summary: Subverting players expectations by assigning unexpected or alternative meanings to familiar terms or conventions.

Pattern Description

Misleading Standards uses terminology, conventions, or assumptions that appear familiar to players but gives them altered, unexpected, or subverted meanings within the game. Concepts can be reshaped through renaming mechanics, altering the meaning of established terms, or overturning widely accepted norms. This subversion encourages players to question their assumptions, remain attentive, and rethink familiar structures. The technique also strengthens immersion by constructing a world where even common concepts carry unique meanings, contributing to surprise, narrative twists, or conceptual depth.

Interaction Design Implications

This pattern breaks intuitive interaction and creates cognitive dissonance. It requires players to abandon established interpretations and construct new ones. When used wisely, this confusion can heighten attention and promote deeper cognitive engagement. However, a balance between deception and clarity is important to provide a space of certainty.

Usage

Designers can use this pattern by deliberately selecting widely known conventions or terms and then attributing different or contrasting functions. The process requires careful introduction of the alternative meaning, ensuring that the player first forms the expected interpretation before the reveal takes place. This discrepancy of the game’s mechanics, prompts players to reevaluate their assumptions and remain alert to how meaning is constructed inside the fictional world.

Sub Patterns

  • To Be Determined: No specific sub-patterns were identified.

Examples

  • Undertale (2015): The term “EXP” initially appears to follow the standard RPG association with “experience points,” but the player eventually learns it stands for “execution points,” fully reversing the moral and mechanical expectation.
  • Metroid (1986): The assumption that the protagonist is male (a dominant industry norm at the time) is dismantled when the game reveals Samus Aran to be female, rewriting the meaning of a widely held expectation.

Metadata & Relations

Heuristic Violations Nielsen: Consistency and standards, Shneiderman: Strive for consistency, Bastien & Scapin: Significance of codes
Sub-patterns TBD
Related Patterns Mimic, False Friend, Blatant Lie, Single Twist
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.”
License CC BY 4.0
  PAGE STATUS: Needs Review