Text dc:description (dc | dc)
B
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. +
C
Limiting players’ ability to save the game progress to increase tension and value of survival. +
Interrupting automatic behavior of the player by presenting unexpected information or triggering prompts. +
Intentional, simulated technical disruptions to deceive the user into believing a critical error has occurred. +
D
Introduces a layer of deception by initially presenting a bluff that deviates from patterns, only to later execute that same bluff when the player least expects it. +
E
A type of vulnerability that affects the game's Save system, forcing the player to be careful with the decisions they make. +
F
A deception pattern that tricks the player into believing the game has concluded or that their character has died, only to reveal further gameplay or a narrative twist. +
Disrupting normal engagement by removing or withholding interaction, forcing users into moments of inactivity, waiting, or slowed-down participation. +
I
Slowing the user’s interaction flow by inserting moments of forced stillness. +
L
Temporarily restricting the player’s abilities, inventory, or character choice. +
M
A term, object, character or action that mimics a harmless or beneficial thing to deceive users, functioning instead as a trap or hostile entity. +
Subverting players expectations by assigning unexpected or alternative meanings to familiar terms or conventions. +
O
Guiding the user toward more balanced and reflective decisions by presenting alternative perspectives. +
R
Making the outcomes of users past actions visible, persistent, or emotionally significant to reinforce awareness. +
Confirmation steps in the interface that slow the user down, encourage reflection, and prevent impulsive or automatic decisions. +