History Main / PlayingThePlayer

31st Jan '16 9:18:33 AM nombretomado
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* ''VideoGame/SystemShock 2'' is ''infamous'' for doing this. The game begins with you waking up from cryo-sleep with [[{{Cyborg}} cybernetic implants]] stuffed into your head and throws you into a spaceship overrun with aliens. Sounds relatively standard so far. Until you [[TheReveal discover]] that [[spoiler:MissionControl is really the BigBad of the first game and lied to you by assuming the identity of someone else. Oh, and said villain [[LaserGuidedAmnesia tampered with your memory restoration]]. Said villain remains as MissionControl, declaring that your only chance to survive is to destroy the alien infestation with her help. So you go along with the plan, as she [[DoesThisRemindYouOfAnything creepily dotes on you]] and declares you to be her "avatar" (or more correctly, pawn).]] ** ''SystemShock 1'' did it brilliantly too, when you need to make a rather difficult leap from one platform to another in a place where you '''think''' you're safely hidden from SHODAN's view, only to suddenly hear three words. "[[PunctuatedForEmphasis Nice]]. [[OhCrap Jump]]. [[ParanoiaFuel Human]]." Just one of numerous ways that SHODAN made such a memorable villain was by ''toying'' with you, like a cat toying with a mouse.
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* ''VideoGame/SystemShock 2'' ''VideoGame/SystemShock2'' is ''infamous'' for doing this. The game begins with you waking up from cryo-sleep with [[{{Cyborg}} cybernetic implants]] stuffed into your head and throws you into a spaceship overrun with aliens. Sounds relatively standard so far. Until you [[TheReveal discover]] that [[spoiler:MissionControl is really the BigBad of the first game and lied to you by assuming the identity of someone else. Oh, and said villain [[LaserGuidedAmnesia tampered with your memory restoration]]. Said villain remains as MissionControl, declaring that your only chance to survive is to destroy the alien infestation with her help. So you go along with the plan, as she [[DoesThisRemindYouOfAnything creepily dotes on you]] and declares you to be her "avatar" (or more correctly, pawn).]] ** ''SystemShock ''VideoGame/SystemShock 1'' did it brilliantly too, when you need to make a rather difficult leap from one platform to another in a place where you '''think''' you're safely hidden from SHODAN's view, only to suddenly hear three words. "[[PunctuatedForEmphasis Nice]]. [[OhCrap Jump]]. [[ParanoiaFuel Human]]." Just one of numerous ways that SHODAN made such a memorable villain was by ''toying'' with you, like a cat toying with a mouse.
21st Dec '15 5:59:48 PM eroock
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[[quoteright:350:[[VideoGame/SilentHillShatteredMemories http://static.tvtropes.org/pmwiki/pub/images/PlayingThePlayer_3830.jpg]]]]
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[[quoteright:350:[[VideoGame/SilentHillShatteredMemories http://static.tvtropes.org/pmwiki/pub/images/PlayingThePlayer_3830.org/pmwiki/pub/images/playing_the_player.jpg]]]]
21st Dec '15 5:47:45 PM eroock
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->''Games tend to be very trustworthy--good guys are good, bad guys are bad. What you see and perceive is real. Sometimes characters are betrayed, but the player never is. ''
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->''Games ->''"Games tend to be very trustworthy--good guys are good, bad guys are bad. What you see and perceive is real. Sometimes characters are betrayed, but the player never is. ''"''
13th Dec '15 9:52:57 AM erforce
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** ''VideoGame/MetalGearSolid3SnakeEater'' does something similar to ''Sons of Liberty'', as part of its overall theme of deconstructing JamesBond and SpyFiction in general. The main hero, Naked Snake, is sent on a mission to assassinate his mentor, The Boss, who had defected to the Soviet Union. He joins forces with the typical BondGirl Eva, defeats both his fallen mentor and the BigBad, alongside his WeaponOfMassDestruction, and is hailed as a hero. All's well that ends well right? [[spoiler: Nope. Turns out in the big reveal, The Boss was actually a ''FakeDefector'' who had been implicated by the U.S. government as a scapegoat for them to retrieve a huge sum of money, Eva is actually a Chinese spy who had been manipulating Snake's emotions, and the entire operation was just a way for the government to save face, with The Boss, an agent who was like a mother to Snake, and who loved her country, forever known after this as a traitor of the worst kind, when the truth was the exact opposite.]] Both Snake and the player find out about this at the same time, which greatly contributes to the depressing tone the game ends on. No surprise then [[spoiler: that Snake later becomes [[FaceHeelTurn Big Boss]]]].
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** ''VideoGame/MetalGearSolid3SnakeEater'' does something similar to ''Sons of Liberty'', as part of its overall theme of deconstructing JamesBond ''Franchise/JamesBond'' and SpyFiction in general. The main hero, Naked Snake, is sent on a mission to assassinate his mentor, The Boss, who had defected to the Soviet Union. He joins forces with the typical BondGirl Eva, defeats both his fallen mentor and the BigBad, alongside his WeaponOfMassDestruction, and is hailed as a hero. All's well that ends well right? [[spoiler: Nope. Turns out in the big reveal, The Boss was actually a ''FakeDefector'' who had been implicated by the U.S. government as a scapegoat for them to retrieve a huge sum of money, Eva is actually a Chinese spy who had been manipulating Snake's emotions, and the entire operation was just a way for the government to save face, with The Boss, an agent who was like a mother to Snake, and who loved her country, forever known after this as a traitor of the worst kind, when the truth was the exact opposite.]] Both Snake and the player find out about this at the same time, which greatly contributes to the depressing tone the game ends on. No surprise then [[spoiler: that Snake later becomes [[FaceHeelTurn Big Boss]]]].
12th Dec '15 10:40:55 PM PurpleAlert
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Added DiffLines:
* Creator/{{Nitroplus}} has a reputation for managing this trope with visual novels. Having [[Creator/GenUrobuchi Urobutcher]] on staff for many of their projects probably contributes to it.
2nd Dec '15 7:19:32 AM lilylilium
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Added DiffLines:
* In the short game ''VideoGame/DearMariko'', the player is [[spoiler:automatically predisposed into assuming that the PlayerCharacter is Mariko by way of the title and the introduction scene, without noticing that she was never explicitly referred to as Mariko nor does she have a dialogue box stating her name. She's not Mariko.]]
15th Nov '15 10:01:43 PM thatother1dude
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** Firstly, the game completley plays with your perception of LevelGrinding. Play through the game like it's a normal RPG, fighting enemies and bosses, earning exp and leveling up? Well at the end of the game, you're told [[spoiler: Exp stands for ''execution points'' and Lv is ''Level of Violence'', an indication of your hatred and ability to hurt others. Playing this way puts you on track for the worst ending, which reveals that ''YOU'', the player, are the real villain of the story, and every boss you mercilessly cut down was a HeroAntagonist out to stop you. It also invokes BeingEvilSucks by making every fight an AnticlimaxBoss that goes down in one hit, and the few that don't are designed to be [[ThatOneBoss as frustrating as possible]].]] TakeAThirdOption by sparing the sympathetic characters and only killing minor enemies? [[spoiler: WhatMeasureIsAMook is firmly in play, you're told that every monster you killed could have had friends and family, and you get called out for being a hypocrite.]] The only way to achieve the best ending is through a PacifistRun.
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** Firstly, the game completley plays with your perception of LevelGrinding. Play through the game like it's a normal RPG, fighting enemies and bosses, earning exp and leveling up? Well at the end of the game, you're told [[spoiler: Exp stands for ''execution points'' and Lv is ''Level of Violence'', an indication of your hatred and ability to hurt others. Playing this way puts you on track for the worst ending, which reveals that ''YOU'', the player, are the real villain of the story, and every boss you mercilessly cut down was a HeroAntagonist out to stop you. It also invokes BeingEvilSucks by making every fight an AnticlimaxBoss that goes down in one hit, and the few that don't are designed to be [[ThatOneBoss as frustrating as possible]].]] TakeAThirdOption by sparing the sympathetic characters and [[WhatMeasureIsAMook only killing minor enemies? [[spoiler: WhatMeasureIsAMook is firmly in play, you're enemies]]? [[spoiler:You're told that every monster you killed could have had friends and family, the general populous and one of those main characters will still remember you as a mass murderer, and you get called out for being a hypocrite.]] The only way to achieve the best ending is through a PacifistRun.

** The game also plays with the concept of saving by exploring one simple question: ''what does saving and resetting look like to the characters within a game?'' One character is BrilliantButLazy simply due to being aware of the player's save/reload powers: he's experienced the world being reset so many times he doesn't see the point of caring about anything anymore. Other characters are aware of what you did in earlier files, some bosses are ''aware of how many times you've died to them'' and as said above, resetting a True Ending file is seen as undoing everyone's happy ending. The few characters who are fully aware of the resetting treat the player as some kind of horrifying RealityWarper who torments them out of boredom. Oh, and [[spoiler: the FinalBoss ''can SAVE too''.]]
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** The game also plays with the concept of saving by exploring one simple question: ''what does saving and resetting look like to the characters within a game?'' One character is BrilliantButLazy simply due to being aware of the player's save/reload powers: he's experienced he knows the world being reset so many times he doesn't see the point of caring about anything anymore. Other characters are aware of what you did in earlier files, some bosses are ''aware of how many times you've died to them'' and as said above, resetting a True Ending file is seen as undoing everyone's happy ending. The few characters who are fully aware of the resetting treat the player as some kind of horrifying RealityWarper who torments them out of boredom. Oh, and [[spoiler: the FinalBoss ''can SAVE too''.]]
15th Nov '15 12:56:28 AM crashkey
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* Near the end of ''VideoGame/{{Mother 3}}'', the player finds out that the seemingly-basic goal they've been trying to accomplish, saving the world from destruction at the hands of the BigBad, [[spoiler:is impossible. And it's not because of anything the BigBad did, but because of the nature of the world itself: the game is revealed to take place AfterTheEnd, and the human race just [[DepopulationBomb doesn't have enough people left in it]] to survive more than a few generations.]] There is the possibly for a [[spoiler:ResetButton]], but even then, the game doesn't make any promises.
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* Near the end of ''VideoGame/{{Mother 3}}'', the player finds out that the seemingly-basic goal they've been trying to accomplish, saving the world from destruction at the hands of the BigBad, [[spoiler:is impossible. And it's not because of anything the BigBad did, but because of the nature of the world itself: the game is revealed to take place AfterTheEnd, and the human race just [[DepopulationBomb doesn't have enough people left in it]] to survive more than a few generations.]] There is generations]]. To complicate things further, there's the possibly for a [[spoiler:ResetButton]], but even then, pulling of the game needles, which is said to awaken a Dark Dragon who will obey the wishes of the puller... or something like that. [[spoiler:When Lucas goes to pull the final needle, the player selecting "No" doesn't make any promises.stop him from doing it, and the Dark Dragon destroys the world, making one wonder if they were given false information or if that ''was'' Lucas' wish - and given his status as a HeroicMime you never get to know what he was thinking]].
25th Oct '15 8:04:43 AM NoSpoilerz
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** The game also plays with the concept of saving by exploring one simple question: ''what does saving and resetting look like to the characters within a game?'' One character is BrilliantButLazy simply due to being aware of the player's save/reload powers: he's experience the world being reset so many times he doesn't see the point of caring about anything anymore. Other characters are aware of what you did in earlier files, some bosses are ''aware of how many times you've died to them'' and as said above, resetting a True Ending file is seen as undoing everyone's happy ending. The few characters who are fully aware of the resetting treat the player as some kind of horrifying RealityWarper who torments them out of boredom. Oh, and [[spoiler: the FinalBoss ''can SAVE too''.]]
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** The game also plays with the concept of saving by exploring one simple question: ''what does saving and resetting look like to the characters within a game?'' One character is BrilliantButLazy simply due to being aware of the player's save/reload powers: he's experience experienced the world being reset so many times he doesn't see the point of caring about anything anymore. Other characters are aware of what you did in earlier files, some bosses are ''aware of how many times you've died to them'' and as said above, resetting a True Ending file is seen as undoing everyone's happy ending. The few characters who are fully aware of the resetting treat the player as some kind of horrifying RealityWarper who torments them out of boredom. Oh, and [[spoiler: the FinalBoss ''can SAVE too''.]]
7th Oct '15 6:10:19 PM WillKeaton
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* From the archives of the ''Wiki/SCPFoundation'' is [[http://www.scp-wiki.net/scp-1633 SCP-1633]], a PC game that starts off as a normal game but uses "tactical heuristic algorithms" to adapt to the players tactics and eventually the player themselves. For example they were able to trigger an epileptic seizure in a photosensitive epileptic player by using "dayflash" spells against the player's character in a stroboscopic pattern.
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* From the archives of the ''Wiki/SCPFoundation'' is [[http://www.scp-wiki.net/scp-1633 SCP-1633]], SCP-1633,]] a PC game that starts off as a normal game but uses "tactical heuristic algorithms" to adapt to the players tactics and eventually the player themselves. For example they were able to trigger an epileptic seizure in a photosensitive epileptic player by using "dayflash" spells against the player's character in a stroboscopic pattern.
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