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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
Revision as of 15:23, 23 November 2025 by Hmiguel (talk | contribs) (Created page with "=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 managin...")
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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.

Usage

Implementing the Blatant Lie pattern necessitates the careful introduction of a metric or mechanic that initially appears to hold substantial influence over gameplay progression, character performance, or story outcomes. This can take the form of a visible gauge, numerical indicator, or a gameplay system that seemingly demands the player's attention and effort. The game may provide cues, feedback, or even explicit instructions, leading players to believe that this aspect is pivotal for success.

The pivotal moment in this pattern arises when the game unveils the true nature of the metric or mechanic. This revelation occurs through a narrative event or a carefully orchestrated gameplay scenario, exposing the deceptive nature of the seemingly significant aspect.

Examples

Stardew Valley (2016)


Players are faced with two choices: whether to support the local community by rebuilding the rundown Community Center or to side with the corporate JojaMart, owned by the character Morris.

Throughout the gameplay, Morris insists that JojaMart is the superior option, claiming that their prices are cheaper than those of Pierre's general store. However, this is not true, and players may not realize that prices at JojaMart are higher than at Pierre's (except for the sunflower seeds). Players will only realize if they compare the prices of the two competitors.


HellBlade: Senua’s Sacrifice (2017)


Early in the game, the rot is introduced as a pervasive darkness that spreads on Senua's arm. Players are led to believe that the rot symbolizes a threat to Senua's life, sanity, or overall progression. Later, it is revealed that the rot is, in fact, a deliberate deception. The true nature of the rot is not a direct threat to Senua's life or progression but is instead linked to her psychological struggles and trauma.

Interaction design implications

Encountering the Blatant Lie pattern initiates a range of player emotions and reactions. Initially, players may experience a heightened sense of urgency, diligence, or even anxiety as they focus on managing the introduced metric or mechanic. The eventual revelation that the aspect was misleading can evoke a spectrum of responses, including surprise, amusement, or even a sense of relief. This pattern invites players to reevaluate their approach to the game, challenging assumptions and fostering a deeper understanding of its mechanics.

Relation to other patterns

  • Betrayal
  • Mimic
  • False friend
  • Faux Finale

Further reading

Malaquias, Ana Rita Mendes. 2024. “A Proposal of Deception Patterns in Game Design.” masterThesis. https://ria.ua.pt/handle/10773/42431.

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. https://doi.org/10.1007/978-3-031-77566-6_8.