[[quoteright:350:[[VideoGame/SilentHillShatteredMemories http://static.tvtropes.org/pmwiki/pub/images/playing_the_player.jpg]]]]
[[caption-width-right:350:It will also be a [[DrJerk bit of a jerk]] and [[INeedAFreakingDrink have a cocktail or two]] [[ArsonMurderAndJaywalking while doing so.]]]]

->''"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."''
-->-- '''Ken Levine''' to [[https://www.gamespot.com/articles/the-greatest-games-of-all-time-system-shock-2/1100-6130956/ GameSpot]]

The above quote from Ken Levine describes the standard relationship between a VideoGame and said game's players. Games won't deceive you, VillainsNeverLie (or if they do, it is obvious) and you're the one pulling the strings. Characters' expectations will be {{subverted}} but ''yours'' will not be. As such, the common relationship between the player and the game constitutes a trope. Therefore, it can be [[PlayingWithATrope played with]].

Playing The Player is a VideoGame plot device that occurs when this common relationship is played with in a manner ''designed to make the player uncomfortable''.

There are quite a few ways to do this. Most involve deliberate deception of the player (not just the player character). But it has to be a significant betrayal of the player's expectations in order to qualify, and this betrayal must be intended to make the player squirm. And this is not the only manner in which a game can do this. By definition, the game has to have a level of understanding about how players relate to it in order to pull this off.

One example of an expectation gamers have is that achieving OneHundredPercentCompletion, if it does anything, will make the ending happier, or at least clarify it in some way, to reward the player for going deeper into the game. Thus, a game can play with that expectation by offering up a ''worse'' ending or by adding something that turns a previously understandable series of events into one big MindScrew, or [[ThisLoserIsYou admonishing the player]] (either by proxy or by BreakingTheFourthWall) for thinking all that [[LevelGrinding grinding]] would matter.

SeinfeldIsUnfunny also applies to this trope. To someone that has played, for instance, ''VideoGame/MetalGearSolid2SonsOfLiberty'' or ''VideoGame/{{BioShock|1}}'', ''VideoGame/FinalFantasyVII'' does not seem to betray the player in a shocking way. Of course, to someone that has spent their time with only the earlier ''Franchise/FinalFantasy'' games and no other games, ''Final Fantasy VII'' would come as quite a shock. In short, it partly behaves like a MetaTwist and depends significantly on a player's initial expectations. Arguably, as the "standard" (i.e. expected) relationship between a player and a game changes, there will be [[EvolvingTrope evolution]] in what a game has to do to qualify for this trope.

This trope is frequently seen in {{deconstruction}}s but in and of itself, it is not necessarily a deconstruction. Additionally, this is not the same as having NoFourthWall. Also, this trope often deals with plot details, so spoilers ahead. Not to be confused with TheGamePlaysYou. Compare PlayerPunch, YouBastard and VideoGamesAndFate.



* ''VideoGame/ShadowOfTheColossus'': players are used to being the good guy out to destroy the evil monsters. This seems to be the case at the start of the game, but as time goes on, the hero's appearance begins changing, becoming ragged and dark, and some of the monsters you defeat seem benign and even peaceful. Some won't even attack unless provoked. The player must confront their feelings of the morality of continuing to play the game. The big turning point comes after killing Phalanx (#13), a ''truly'' majestic creature that never once tries to attack the player. As this is also around the time the plot kicks in, it counts as somewhat of a WhamEpisode.
* ''VideoGame/TheLegendOfZeldaLinksAwakening'' hints at, then eventually flat-out reveals that [[spoiler:all of Koholint Island is a dream of the Wind Fish and you are being tasked with waking it up. Doing so [[DreamApocalypse will erase everyone in the world]] from existence. Some of the later bosses beg you not to continue (their opposition is based on self-defence, since the success of your quest is tied to the end of their existence). The only way for the player to save Koholint and avert the annihilation of everything on it is to ''stop playing the game!'']]
** At the same time though, [[spoiler:the Nightmares are slowly corrupting the island, making it theirs, and creating more monsters. Waking up the Windfish will ensure that it will go to sleep again, but Link's permanent destruction would make the nightmare eternal...]]
* ''VideoGame/{{Iji}}'' pulls most of its {{Player Punch}}es by twisting player expectations for the genre. Iji isn't a stone-cold badass, she's a scared 20-year-old who has never been in combat before, and if you go [[OneManArmy One Woman Army]] on the aliens you'll do [[SanitySlippage serious psychological damage]] to her. "Invaders have taken over this facility and you're TheOnlyOne who can stop them" is such a common plot, that it's a big twist when Iji (and the player) finds out that MissionControl has been lying and the aliens have ''already won'', and your job is to ''ask them to leave''. The reinforcements you call in to pull a BigDamnHeroes [[NiceJobBreakingItHero are even worse than the invaders you were trying to get rid of]], and now you have to stop ''them''. And if you think you're smart and use that special device [[ChekhovsGun you know is going to be important]] on an InescapableAmbush you find yourself in soon afterwards, then bad things happen, because it turns out you actually needed to save it for later.

* ''VideoGame/HeavyRain'' does this to the player regarding the identity of the killer. [[spoiler:The killer is one of the player characters that you control and said character's thoughts do not directly allude to his deeds except in hindsight. You control the character under the assumption that his actions are to solve the mystery, when in reality he's trying to find his JackTheRipoff and collect and destroy any remaining evidence.]]
* The promotional material for ''VideoGame/{{Resonance}}'' tells the player straight away that at least one of the four {{Player Character}}s is not trustworthy, leaving the player to speculate out of the gate who it might be. [[spoiler:A bit into the game, [[CowboyCop Detective Bennett]] drops a letter that implicates him as the traitor, but at the TheReveal, it turns that it was a RedHerring, and that it is actually [[{{Adorkable}} Eddings]]]].
* ''VideoGame/StraySoulsDollhouseStory'': The protagonist is the wife of a DistressedDude, and she drives after him. She crashes in a weird town full of dolls plagued by a serial killer... the killer's gonna have a doll theme, and the protagonist will have an epic showdown with TheStarscream, right? [[spoiler:Wrong. The killer is the evil half of the DistressedDude, who has a LiteralSplitPersonality.]]
* In ''VideoGame/GhostTrick'', [[spoiler:the one thing you think you know is what Sissel looks like, since the corpse is so blatantly obvious in the first ten seconds of the game and is also the picture on the box. But the yellow-haired man in the red suit isn't Sissel. Sissel was actually the man's pet cat (who was in the box right behind the man's corpse), and the red-suited man is the game's BigBad. Sissel just assumed he was the red-suited man since it was the first corpse he saw.]]

* The early AlternateRealityGame ''[[http://massively.joystiq.com/2013/01/26/the-game-archaeologist-eas-majestic/ Majestic]]'' was marketed as [[LampshadeHanging "the game that plays you"]]. As an ARG, it presented itself as part of RealLife, sending the player phone calls, emails, instant messages, and faxes (why yes, [[UnintentionalPeriodPiece it was 2001]]) with clues to solve the mystery. The game began with the player receiving news that the developers had been killed, and it only got worse from there. Since the game was based on UsefulNotes/ConspiracyTheory material (specifically, the Majestic-12), the player being constantly lied to makes sense. Many of the people that played the game reported being rendered [[ParanoiaFuel completely paranoid]] during the time they played it, and indeed, [[http://forums.ukcs.net/viewtopic.php?f=29&t=38035&start=0 "messing with the guy that plays 'Majestic'"]] became an office hobby during the brief time the game was operating. Unfortunately, it suffered from [[TooSoon absolutely dreadful timing]] -- it launched only a month and a half before 9/11, and due to both its subject matter and its use of the phone network, Creator/ElectronicArts temporarily suspended it, later canceling it outright in April of 2002.
* Years later, a game called ''[[http://kotaku.com/the-fake-terrorist-conspiracy-game-that-fooled-people-f-1710418998 ALFA-ARKIV]]'' or, alternatively, ''Junko Junsui'' did something similar, and wound up being so effective that some of the material from the game was [[https://www.cnet.com/news/junko-junsui-and-alfa-arkiv-behind-the-curtain/ logged in intelligence databases]], the game's characters mistaken for actual terrorists. Some {{Conspiracy Theorist}}s also thought that the game was [[http://www.abovetopsecret.com/forum/thread1023320/pg1 a Russian psy-op]].

* ''VideoGame/BioShock1'' does this brutally, as part of a GenreDeconstruction of the Shooter-RolePlayingGame hybrids such as ''VideoGame/SystemShock'', ''VideoGame/SystemShock2'' and ''VideoGame/DeusEx'', all of which claimed to offer unprecedented player freedom. [[ButThouMust You actually have very little at all]] and this game makes it quite clear. [[spoiler:Your character is under mind control the whole time and has false memories, MissionControl is controlling you with a trigger phrase. DeathIsASlapOnTheWrist because the vita-chambers are wired to your genetic code (as the son of Ryan). NoticeThis is a byproduct of the mind control]]. It essentially takes usual video game AcceptableBreaksFromReality and then ''repapers'' the fourth wall to explain in-game why Jack is [[spoiler:doing everything this guy he barely knows and has never met orders him to do.]]
* ''VideoGame/{{Haze}}'' attempted to play this trope straight. The game has you as a trooper for [[MegaCorp the Mantel Corporation]], jacked up on a performance-enhancing supplement called "Nectar" and fighting a guerrilla-terrorist army led by a madman that wears human skin. Of course, Nectar is really an hallucinogenic mind-control PsychoSerum that blinds you to the fact that [[YouBastard you're really a mass-murderer drug-junkie treating war as if it were a game of]] ''Franchise/{{Halo}}''. This ''might'' have been a shocking twist and a highly effective deception of the player... if it ''weren't revealed on the back of the box and in all the game's publicity for months before release'', and if the supposed good guys weren't basically carrying around giant signs saying "hey, I'm a totally evil bastard" in flashing neon. Not a bad idea, but the execution was lacking, and it didn't help that the gameplay doesn't hold up terribly well.
* In the campaign of ''VideoGame/CallOfDutyBlackOps'', the player is encouraged to identify with the main protagonist, Mason, and almost all the missions take place from his POV. Throughout the game, you constantly see and interact with Reznov, one of the main characters from ''VideoGame/CallOfDutyWorldAtWar'', as he encourages Mason to take out the three main villains at any cost. The player, who can only see what Mason observes, unless they are playing as Hudson, simply take Reznov's word for it, like Mason. However, there are subtle hints throughout the game that not all is as it appears, as no one else, minus the interrogator, [[spoiler:who is Hudson,]] even acknowledges Reznov's presence. One even asks what is wrong with you. As it turns out in the big reveal, [[spoiler:Reznov was never by your side. He had instead hijacked a brainwashing attempt on you in order to take revenge on the three main villains, hence his constant quote, "Dragovich, Kravchenko, Steiner. All must die", whenever he appears, and why only you acknowledge his presence. Indeed [[ButThouMust you were just simply following his commands]].]]
* ''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).]]
** ''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.
* Several critics noted that the ''VideoGame/ModernWarfare'' series's habit of including "[[PlayerPunch shocking moments]]" during their respective campaigns were often so shocking precisely because they played with the player's expectations of video game conventions. In the first game, a nuclear weapon explodes, killing the player character, who spends several agonising minutes dragging his body around before succumbing to radiation poisoning. Early in the second game, the player briefly plays as an undercover American agent in a Russian terrorist cell, who is forced to watch/participate as the terrorists mercilessly gun down an airport full of civilians. As Yahtzee of ''WebAnimation/ZeroPunctuation'' put it:
-->What made [the nuke sequence in ''Modern Warfare''] even more interesting for me was that it played with the expectations one has of a game. You do not expect the character you are playing as to bite it in such a drawn-out, hideous way. The one thing you're usually sure of in a game is that whatever happens to everyone else, you are going to survive. There's no game otherwise. Even while watching your arms and legs getting sawn off half-way through ''Quake 4'', or getting thrown clear of a crashing vehicle in every fucking shooter in the universe, you know there's no possible way you won't live on. Even better, moments before that moment in ''[=MW1=]'' your lads had just gone back into the danger zone to rescue a comrade, which you'd think would give you a double layer of plot armor. [The second game] finds a different way to play with our expectations of a player character by having us participate in a massacre of innocent civilians. It gives us the usual nose-leading mission directive but simultaneously, within the context of the world, condemns us for following it. It brings to mind that one science experiment where members of the public continued electrocuting a prisoner because an authority figure told them to. How much would it take to persuade an average person to commit an atrocity?

* ''VideoGame/ThePrisoner'' (1980) may be one of the earliest examples. The player's goal is to keep a certain three-digit "resignation code" a secret. The game uses every trick in the book to trick him into revealing the code, including a [[FissionMailed fake crash]] at one point.

* ''VideoGame/{{Braid}}'': The player is led to believe that Tim is trying to SaveThePrincess, but the ending heavily implies that she's actually running away from him or [[MindScrew is a metaphor for something else.]]

* ''VideoGame/{{Portal}}'':
** Part of the reason the first game is so widely praised is that it uses typical gaming conventions as non-verbal storytelling for the plot and characterisation. The short length and gimmicky premise leads one to assume that it is a straightforward PuzzleGame with the amusing, [[MissionControlIsOffItsMeds slightly-glitchy]] computerised MissionControl serving as nothing more than an [[ExcusePlot excuse]] for a JustifiedTutorial of sorts. But someone who would put a trapped human being through arbitrary dangerous tests for seemingly nothing more than their own amusement is prime villain material in any other context, which she eventually proves herself to be, as once the testing is over she has no more use for you, and tries to [[KillItWithFire dispose of you]]. At the same time the player character, someone who is inventive and determined enough to survive and beat all those tests, isn't going to take that lying down and escapes to wreck havoc on her captor.
** ''VideoGame/{{Portal 2}}'' pulls the rug out from under the characterization halfway through, turning the game from a straightforward "defeat the villain" plot into a case of EvilVersusEvil.
* ''VideoGame/{{Antichamber}}'': "The most tenacious, infuriating obstacle youíll face throughout the game is yourself." The game is all about the player being WrongGenreSavvy. The exit that you see from the first moment you start playing? You reach it quite soon. [[spoiler:It's a wall with a poster. [[MindScrew Except when it's not]].]]
* ''VideoGame/TheTalosPrinciple'': The Milton Library Assistant asks the player a variety of personality questions and uses them to psychoanalyze the player, particularly to summarize their world philosophy and then find holes in it.

* ''VideoGame/NeverwinterNights2'' attempts to convince you that the tattooed man who keeps appearing in cutscenes is the BigBad. [[spoiler:Turns out, he's not even TheDragon; he's actually a WellIntentionedExtremist working ''against'' the BigBad, and eventually joins the party. Unfortunately the intro cinematic spoils this by showing the two fighting.]]
* ''Franchise/TheElderScrolls''
** For the series, although UnreliableNarrator, UnreliableExpositor, and UnreliableCanon are in full effect for what you are told and can read, the experiences of the {{Player Character}}s can be assuemd to be as reliable as they can be when told through the medium of the game. Your ''character'' may be misled by illusions or lies, but you (the player) can be sure those illusions or lies were there. In the event of a TimeCrash, you can also be sure that your character did what he or she seemed to do, just known that it also occurred alongside mutually contradictory things (such as in the MergingTheBranches of the MultipleEndings of ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'').
** Once exception occurs in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''[='s=] ThievesGuild questline. Late in the storyline, you are told by a reliable character that, due to the curse of the Gray Cowl, the player character misremembers a ''number'' of evens in the storyline. For example, [[spoiler:Corvus Umbranox]] outright told you who he was, several times, but the curse of the Gray Cowl meant that you forgot it as soon as a little time had passed.
* At the beginning of ''VideoGame/JadeEmpire'', there is a lot of talk about how you are Master Li's favourite pupil, how Gao the Lesser feels slighted by the extra attention you get, how there's a flaw that isn't a flaw in your style, which makes it really special, and you're sent off to get a hold of the usual PlotCoupon and so on. All pretty conventional for an RPG. [[spoiler:After Li's betrayal you realise that everything was true. You were the favourite pupil, and everyone else was grudgingly admitted to the school, so their tuition fees could fund your training. Gao the Lesser had a legitimate grievance against you (even if his reaction was a bit over the top). Li rigged your duel with Gao the Lesser and set him up to overhear your conversation, knowing that the chase would lead you out of the village at the time of the attack. The flaw in your style was a flaw, enabling Li to kill you and take aforementioned Plot Coupon for himself, which was his goal all along.]]
* ''Franchise/FinalFantasy'':
** ''VideoGame/FinalFantasyVII'' is one of the earliest examples. While it doesn't take place in first person, the player is represented by Cloud Strife, initially presented as an EscapistCharacter. As the game continues, it turns out that [[spoiler:Cloud is a pathetically-insecure kid that is desperate to impress his childhood crush and deludes himself into thinking that he is a Super Soldier. In short, Cloud's relationship with Zack Fair (the man Cloud is basing his hardened persona on) is basically the relationship that the player is having with Cloud]]. Not only that, but [[AudienceSurrogate Cloud]] is constantly deceived and manipulated by the villains during the course of the game.
** ''VideoGame/FinalFantasyX''. TheHero Tidus washes up on a beach, meets the WhiteMagicianGirl who is the next chosen person to defeat Sin, and agrees to help her on her pilgrimage, fighting off the CorruptChurch and their pet NietzscheWannabe. Standard RPG plot. Wanna know the ending? [[spoiler:Tidus isn't real -- he was created by the people who used to work for the false God, to free them of their job forever]]. The reason this was the first ''Final Fantasy'' game to get a direct sequel was because, after all of this, they ''needed'' a way to clean up the mess.
** ''VideoGame/FinalFantasyXIII2'': Noel and Serah run around the timestream in an attempt to stop [[BigBad Caius]] from causing all of time to merge into a single point. Defeat him in the FinalBoss, and he tries to manipulate Noel into stabbing him through the heart. Cue a QTE where the player can choose to do so or show mercy; kill him, and Noel and Serah return to Academia in 500AF, and all is well... [[spoiler:Right up until Serah sees a vision of the future and promptly dies, before it's revealed Caius's plan has come to fruition]]. Clearly, the correct choice was to spare Caius... [[spoiler:Except doing so prompts Caius to grab Noel's arm and drive the the blade in himself, the ending being the exact same as if Noel had willingly killed Caius]]. Then, the end credits roll, and the player gains the ability to replay certain events and see new consequences, the implication being that [[spoiler:a way will be found to stop Caius once all possibilities have been seen]]. Defeat the FinalBoss after doing seeing every possibility, and you are rewarded with [[spoiler:the ''exact'' same ending as before]]. Oh, except ''now'' after the credits, [[spoiler:TheStinger plays, and Caius proceeds to mock the player for trying so hard to find a way to stop him when FailureIsTheOnlyOption.]]
** In ''VideoGame/FinalFantasyXV'', [[spoiler:BigBad Ardyn Izunia abruptly appears besides Noctis on a train. Since he recently murdered Lunafreya Nox Fleuret, who was the main character's bride to be, Noctis is understandably pissed and goes after him. However, Ardyn seems utterly shocked and horrified by this behavior, and begs for mercy. Then the train abruptly stops, and is attacked by Imperial forces. Noctis gets woken up by Prompto, who fights alongside him in defending the people! But at the end of the chapter, Prompto's being held at gunpoint by Ardyn and so Noctis pushes him off.....except Ardyn's switched appearances with Prompto the entire time, and the game happily played along with his trickery, complete with giving ''Ardyn'' Prompto's abilities and health bar when he was impersonating the guy!]]
* In the VideoGame/TalesSeries games the first few hours are usually a ClicheStorm, before providing a WhamEpisode.
* ''VideoGame/NieR'':
** First time one plays through, it is a typical EasternRPG. Fight the monstrous Shades, save your daughter, defeat [[BigBad The Shadowlord]] and HappyEnding ensues. But then, you start [[NewGamePlus your second playthrough]] [[spoiler:with the ability to understand the BlackSpeech of the Shades]]. Suddenly the entire tone of the game shifts. [[spoiler:It turns out most of the Shades are innocent victims who are just trying to defend themselves, many of the game's antagonists are seriously provoked, and to them ''you'' are the monster. You're cutting them down, killing their children, invading their homes... You did this on your first playthrough too, but your limited perspective kept you from realizing.]]
** If you're a completionist and willing to collect every single weapon, you'll earn a fight with the TrueFinalBoss and unlock the last two endings, where you're given the option of [[spoiler:sacrificing everything to save one of your companions. And by "you" we mean "the player," and by "everything" we mean "''everything you've accomplished to get this far''." Every item you've collected, completed quest in your quest log, it ''erases your save files'' and plays the ending. After the cutscene and credits roll, all you'll have to show for your dozens of hours of effort is a flower on the starting screen. [[OneHundredPercentCompletion And an Achievement]].]]
* ''VideoGame/BatenKaitos'':
** You don't play as the main character, Kalas, but as a Spirit Guardian who guides and empowers him. Kalas often [[BreakingTheFourthWall has conversations with you]], and your responses affect the level of power you grant him in battle. [[spoiler:At the beginning, it is touched upon that you (the Spirit Guardian) have amnesia. You assume this is a standard plot device to allow infodumps on the world. In actual fact, Kalas is TheMole and orchestrated your memory wipe because you disagreed with his plans, but he needed your PlotArmor.]]
** ''Baten Kaitos Origins'' does something similar. As before, you don't control Sagi, but his Guardian Spirit instead. At the beginning, you can overhear that Sagi's guardian spirit is a bit different from other spirits. This is forgotten... [[spoiler:until a few dozen hours later, where it's revealed that Sagi's guardian spirit is a piece of a dead god implanted into his heart, and the personality is that of Marno, a man who died a thousand years ago. The bizarre flashbacks Sagi has been experiencing are him reliving Marno's memories in flashback form, showing how he came to be.]]
* ''VideoGame/LastScenario'' [[spoiler:lies to the player in the opening InfoDump,]] so as to make TheReveal all the more shocking.
* ''[[VideoGame/FireEmblemTellius Fire Emblem: Path of Radiance]]'' reveals rather early on that there is a [[TheMole mole]] in the player's party, but who they are is ambiguous. Potential candidates include [[TallDarkAndSnarky Volke]] and Nasir, based on the timing of the reveal, and Sothe, based on the timing of his appearance and his seemingly-flimsy excuse for stowing away on the ship, but when [[TheLancer Soren]] confronts Nasir over the possibility during a mid-game conversation, Nasir basically shrugs him off and implies that ''Soren'' is hiding something. It turns out to [[spoiler:have been Nasir all along]], but the game does a ''really'' good job of making it ambiguous as to who the real one is: to the extent that you may not be using either of the playable units under suspicion until it all clears up for fear of them backstabbing you mid-chapter. It doesn't help that ''VideoGame/FireEmblemTheSacredStones'' had exactly that happen, so people who played that game knew that the developers weren't above such trickery.
* ''Franchise/ShinMegamiTenseiPersona'':
** The first ''VideoGame/{{Persona}}'' has this revelation pretty early on: [[spoiler:Kandori's machine is not only manipulating your reality, but another one as well, and one of your party members is the other world counterpart of your sick classmate, which explains her apparent amnesia and sudden recovery]]. Then, later on, there's another one: [[spoiler:Kandori's machine ''created'' the new reality from the dreams of your sick classmate, and her other world counterpart is actually a shadow of her.]]
** In ''VideoGame/{{Persona 3}}'' you're told early on by MissionControl that you must find and destroy a certain group of Shadows, which emerge every full moon. There's confirmation in the form of a videotaped message from one party member's deceased father, which states that destroying these Shadows will stop a particularly powerful EldritchAbomination from breaking free. [[spoiler:Once you kill the last one, MissionControl drugs the entire party and tries to kill them. Turns out not only was he lying, he actually ''altered the videotape'' to support him. Killing the full-moon Shadows ''frees'' the EldritchAbomination, and that's exactly what he wanted to happen.]]
** ''VideoGame/{{Persona 4}}'' plays a rather cruel one [[spoiler:when the protagonist's young cousin Nanako (who the player has had plenty of time to get attached to) is kidnapped by the apparent BigBad, Nametame]]. After proceeding through a DiscOneFinalDungeon to rescue her, you find out that you were too late, as being in the Midnight Channel too long ultimately kills her when she's brought to the hospital. The player then gets the opportunity to exact revenge on the kidnapper by throwing him into the Midnight Channel to suffer the same fate, but doing so nets the player the worst ending and ensures that she ''stays'' dead. Turns out that [[spoiler:Nametame is a WellIntentionedExtremist who thought he was ''saving'' his victims, and he was just being played like a fiddle by the real murderer.]]
*** For a more meta example, [[spoiler: the GreaterScopeVillain, Izanami, was hiding in plain sight as the gas station attendant from the protagonist's arrival in Inaba, but her importance is hidden until the true ending by the fact that she isn't given a name or CharacterPortrait until then.]]
** In ''VideoGame/{{Persona 5}}'' you're betrayed by someone who you thought you could trust. [[spoiler: No, it's not the traitor who sold you out in the prologue, that one was obvious even in-universe. The more surprising betrayal comes from Igor, the player's series-spanning SpiritAdvisor, or rather an imposter who replaced him. There are several inconsistencies from the real Igor, most prominently that he sounds deeper and more commanding, but most veterans are likely to chalk it up to the voice actor being replaced in real life (when the real Igor returns, he speaks with much softer voice, or stock clips in the JPN language option due to the original VA having passed away).]]
* ''VideoGame/{{OFF}}'' pulls this off masterfully, with one of the main characters successfully tricking you into [[spoiler:''destroying the world''. If you manage to find this out in time, it'll be too late, with you ''also'' finding out [[HumanoidAbomination he may not even be human in the first place]], and the plot of the game is so rife with MindScrew that whether the Batter is an OmnicidalManiac VillainProtagonist or a WellIntentionedExtremist AntiHero is completely up to the player's perception.]]
* It's pretty clear in ''VideoGame/ChronoTrigger'' that, due to his HeroicMime status, the fact that he's who you start the game as, and the fact that [[CantDropTheHero you can't remove him from your party]], that Crono is meant to be both the protagonist and, more importantly, the player stand-in. [[spoiler: Then he gets killed off about 2/3rds of the way through the game. And his resurrection is entirely optional. Or rather, it wasn't Crono's story after all, but more the story of the entire party.]]
* 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]]. To complicate things further, there's the pulling of the 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 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]].
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'', like nearly every RPG, has a level up system where the player gets stronger as they defeat enemies, and, like similar games with an interactive party, a RelationshipValues system where party members' beliefs and opinions can be changed to more closely align with your own. [[spoiler:These are both unique in-universe abilities of the player character, draining the life from foes to add to their own strength and twisting the minds of those close to them, which terrify others so thoroughly when they learn this they consider the player to be a HumanoidAbomination equal to the main villain.]]
* ''VideoGame/{{Undertale}}'' builds its entire premise on this, to the point where it acts as a {{Deconstruction}} of [=RPGs=] in general.
** Firstly, the game completely 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 that [[spoiler: [[ExperiencePoints EXP]] stands for '''Ex'''ecution '''P'''oints, and is a measurement unit for [[YouBastard how much pain you've inflicted on others,]] while [[CharacterLevel LV,]] or [[FunWithAcronyms LOVE]] as it's otherwise called in ''Undertale,'' is '''L'''evel '''o'''f '''V'''iolenc'''e''', and acts as a measurement unit of [[ItGetsEasier how desensitized you've]] [[GainingTheWillToKill become to killing.]] 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: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.
** Even that contains a bit of this: the BigBad actually hints you towards the True Ending because he ''knows'' that you'll want to go for it as a completionist, and through this [[spoiler: uses you to get everyone you befriended into one place so he can absorb their souls.]] The game also plays with your notions of OneHundredPercentCompletion: the game itself ''begs'' you not to reset after achieving a happy ending, because you'd be taking that away from all the characters. If you reset a Pacifist file and go for an evil playthrough out of curiosity, multiple [=NPCs=] will be aware of this and will [[YouBastard call you out on it.]] And getting the worst ending even ''once'' permenantly taints any future happy ending you achieve. In other words, exploring every route the game has to offer is a ''very'' bad thing, some paths are better off never being taken.
** 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 knows the world is being continually reset, so 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''.]]
* ''VideoGame/BravelyDefault'' opens with a scene titled, 'The Fairy's call.' In it, a fairy [[BreakingTheFourthWall seeks out the player,]] with the hope that they'll promise to see the game through to the very end.
--> Oh, hello! I see fire in those eyes! How do I put it? They've a strong sense of duty. Like, [[{{Determinator}} whatever you start, you'll always see through, no matter what!]]
** As the game progresses, the player is introduced to the party's FairyCompanion, MissionControl, and [[ExpositionFairy Guide]] Airy the fairy. She provides the goals for the party, to awaken the crystals and save the land of Luxendarc. [[spoiler: However, things become suspicious once the GroundhogDayLoop begins and the party starts to travel between parallel worlds. Eventually it is discovered that the [[MeaningfulName Flying Fairy is a Lying Airy,]] and that she had been manipulating the party in service of her true master, Ouroboros, so that he may devour all worlds and break into the celestial realm, [[TheFourthWallWillNotProtectYou otherwise known as the REAL WORLD.]] After the two are defeated, and the credits have passed, [[SubvertedTrope the fairy from the intro returns]] to thank you for stopping her sister's plans, [[SequelHook and leaves with the promise to meet again.]]]]
** In the sequel, ''VideoGame/BravelySecond'', the player is introduced to another fairy, by the name of Anne, working with the Glantz Empire in their bid to [[RetGone Deny the world.]] [[spoiler: When confronted, Anne [[BreakingTheFourthWall addresses the player,]] and [[WhamLine repeats a very familiar line,]] [[DoubleSubversion revealing herself to be Airy's sister,]] and how you, the player have just aided her in completing her master's goal by defeating Ouroboros.]]
-->[[spoiler:[[CallBack Oh, hello!]] [[SomethingOnlyTheyWouldSay I see fire in those eyes!]] How do I put it? [[BatmanGambit They've a strong sense of duty.]] Like, [[NiceJobBreakingItHero whatever you start, you'll always see through, no matter what!]]]]


* ''Franchise/AssassinsCreed'':
** The final scene of ''VideoGame/AssassinsCreedBrotherhood'' pulls a nasty one. After having used the Apple of Eden successfully as Ezio Auditore in the Animus memory sequence, both the player and the protagonist (Desmond) expect that he will be able to use it in the present day. Not so. On picking it up, he is promptly dominated by Juno, told that he must learn more if he is to be of use to her, and then forced to [[spoiler:stab his girlfriend.]] Worse, the game pauses before the fatal moment and tells you to "press any button". So not only did Desmond [[spoiler:kill her]], ''so did you''.
** ''VideoGame/AssassinsCreedIII'' pulls off a huge plot twist by virtue of toying with the player's expectations for the game. [[spoiler:Throughout all four previous games, you have always played as an Assassin, and the character you're playing in this game uses Assassin skills and seems to be a fairly decent, if somewhat ruthless person. This serves to mask the foreshadowing that culminates in the reveal that you've spent three memory sequences... playing a Templar]]. Even Desmond and company are shocked.
* Nearly every ''Franchise/MetalGear'' game has the main exposition character/s lie to the player character, and thus the player, turning what is usually reliable sources of information in most video games into yet another barrier to the truth.
** In ''VideoGame/MetalGear1'', MissionControl is not only actively malicious, giving you false information that will get you killed, [[ItWasHisSled but he's also the main villain]]. This was a pretty big twist back in the day, and sets the trend for the series where MissionControl acts as their own characters with their own agendas, which sometimes are directly against yours.
** The plot of ''VideoGame/{{Metal Gear Solid 2|SonsOfLiberty}}'' is a {{deconstruction}} of how [[MisaimedFandom some people]] played [[VideoGame/MetalGearSolid its predecessor]] as [[IJustWantToBeBadass a power fantasy]], explained in detail in [[Analysis/MetalGearSolid2SonsOfLiberty the Analysis page]]. Oh, so you wish you were just like Solid Snake huh? [[spoiler:''This is the villains' plan'', to manipulate events near-identical to the first game as part of a mind-control experiment designed to turn Raiden/the player (it's deliberately ambiguous) into Solid Snake. Even that is merely a front for the villains' true goal; to prove that they can manipulate someone into doing exactly what is told of them simply by presenting the right context for one to accept orders. Thus, Raiden/the player end up following everything that the villains' tell them to do, even at the end, when they are revealed that they are being played]]. That neither Raiden nor the player has any choice but to follow their instructions is one of the major points.
** ''VideoGame/MetalGearSolid3SnakeEater'' does something similar to ''Sons of Liberty'', as part of its overall theme of deconstructing ''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]]]].

* The End of the Cycle in ''VideoGame/{{Stellaris}}''. In ''Stellaris'', [[LovecraftLite any eldritch problem can be solved]] with [[DidYouJustPunchOutCthulhu firepower]], [[DidYouJustScamCthulhu cunning]], or just [[NotTheIntendedUse bizarre abuse of game mechanics]]. Extremely established empires in particular [[UnstableEquilibrium have nothing to fear]]. So players will happily make the ridiculously powerful fifty-year covenant with the End of the Cycle. The warning of "[[SchmuckBait do not do this]]" serves only to make them altogether more curious, not to mention [[BloodKnight eager to test their fleets]]. [[spoiler:After fifty years, instead of the expected Leviathan to battle, the player's empire is ''simply eliminated'', regardless of strength. Every ship is erased, every planet save for an exile world is turned into an uninhabitable Shrouded World, and the rest of the galaxy has a -1000 penalty to the exiles to ensure they'll kick down any BackFromTheBrink attempts. Only then is the million-strength Leviathan unleashed, attempting to scour the galaxy of all life, [[ControllableHelplessness saving the player for last]].]] As the game itself says:
-->We knew there would be a price to pay, but we thought it might be one we could bear, or that we could find some way to avoid paying it.\\
It was not, and we could not.

* In ''VideoGame/HelloNeighbor'', you play as someone who has just moved to a new neighborhood. Across from your new home lives your creepy, mysterious and psychopathic neighbor, who is hiding a terrible secret in his basement. The goal of the game is to find out what that secret is by sneaking into his strange topsy-turvy house, and try to find a way through the locked up basement door, all the while avoiding your murderous neighbor. As you try to find a way in however, the neighbor will start learning from you actions and movements, and will respond accordingly to prevent you from going further.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHill2'' starts with the player character receiving a letter from his wife, who has been dead for two years, telling him to come to an abandoned monster infested town to find her, [[ButThouMust which you must explore]]. This is all typical video game stuff designed to move the plot along, because in real life this guy would have serious problems. [[spoiler:That's because he does. Turns out his wife only died a few weeks ago, because he ''murdered'' her, and the whole game is a karmic beatdown he well deserves]]. The player and character discover this at the same time, leading to horror for both alike.
** ''VideoGame/SilentHillShatteredMemories'' has you playing as a man named Harry Mason as he searches for his lost daughter Cheryl, alternating between his exploration of the eponymous town in the past and first person psychology sessions in the "modern" time. In a major plot twist, it's revealed to both Harry ''and'' the player that [[spoiler:Harry (or at least the one you play as) doesn't even exist, and he's only a delusion in Cheryl's mind. The real Harry died many years ago in a car accident, and it's actually ''Cheryl'' having the sessions.]]
* 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.]]
* Short indie game ''Moirai'' has this as the entire premise. Partway through the game, on your way into the mine, you run into a strange man in bloodstained overalls with a knife. You can ask him questions and then choose whether to kill or spare him. [[spoiler:At the end, on your way ''out'' of the mine, you run into the same guy - but with ''clean'' overalls - who asks you the same questions. As it turns out, the answers from the first guy you met were the answers ''the last player'' gave to those questions. The game then asks for your e-mail address to tell you whether the ''next'' player kills or spares you.]]
* ''VideoGame/UntilDawn'': Eight friends return to a cabin in the mountains where, one year ago, two of their number disappeared (as the player sees in the intro, they fell to their deaths). While there, they find themselves stalked by a psychotic man in a clown mask, who forces them to make a SadisticChoice, hunts them with a flamethrower, and follows them in the woods. Throughout the game, the player can find clues that point to the Mystery Man's real identity. [[spoiler:Half of those clues are ''fake''. One of the eight player characters, Joshua, is the psycho - it's all an elaborate prank by someone with serious mental health problems (the two that died? They were his sisters, and he never recovered from the loss)]]. Except... [[spoiler:He's not the only one. The guy with the flamethrower is someone else entirely, and he's not a threat.]] And on top of that, [[spoiler:there's something ''else'' out there - something not human. The guy with the flamethrower is trying to protect the main characters from it.]]

* Any GameMaster worth a damn in any table top role playing game with a horror, mystery, or similar theme. Since the players are often GenreSavvy, the levels of metagame in something like this can become downright recursive. It can also occur if the game strays into the FridgeHorror of certain aspects of HighFantasy or LowFantasy, or if the GameMaster broaches and plays with many dark and "taboo" topics. While almost any game can do this, a short list of games famous for this include: ''TabletopGame/TheWorldOfDarkness'', ''TabletopGame/CallOfCthulhu'', ''TabletopGame/DarkHeresy'' and spin-offs, ''TabletopGame/UnknownArmies'', ''TabletopGame/AllFleshMustBeEaten'', ''TabletopGame/UnhallowedMetropolis'', ''TabletopGame/{{Kult}}'', ''TabletopGame/{{Ravenloft}}'', ''TabletopGame/OverTheEdge'', ''TabletopGame/{{Planescape}}'', ''TabletopGame/{{Deadlands}}'', ''TabletopGame/{{Shadowrun}}'', and many more.
* ''TabletopGame/WraithTheOblivion'' makes other players do this, as each player also plays another character's Shadow, a sort of self-destructive internal "devil on your shoulder." And yes, they were supposed to outright screw with you.

* ''VideoGame/SpecOpsTheLine'' starts off by doing its level best to convince the player that it is a standard military shooter; everything from the trailer, the demo, the cover art to even the first 40 or so minutes of gameplay is engineered to make the game appear as nothing more than a typical {{America Saves the Day}}, kill-all-the-bad-guys shooter. However as the story unfolds, it slowly reveals itself to be a GenreDeconstruction of military shooter games, and criticizes the genre for providing players an unrealistic and immoral escapist fantasy through the glorification of violence. The game straight up calls out the player for using the game to act out a [[IJustWantToBeBadass power fantasy]], calling into question the morality of playing games which simulate killing people for fun. The game's protagonist, Capt. Martin Walker, transforms from a strait-laced, no-nonsense soldier into a vicious, bloodthirsty maniac as a result of his experiences and the increasingly barbaric actions he is "forced" to carry out. [[spoiler:At the end of the game, it is revealed that he had been hallucinating large parts of the game, including the existence of Col. John Konrad, the alleged "villain".]]
* ''VideoGame/SecondSight'' has the protagonist psychic, John Vattic, travelling back in time to prior incidents and able to change the events with the knowledge of the future. [[spoiler:Except that he's not travelling into the past. He's in the past and is having precognitive visions of what will happen unless he acts.]]

* ''VisualNovel/{{Ever 17}}'': You can play as Kid or Takeshi. It's in first-person, but you can see one character while you play as the other, no problems there. Except it turns out [[spoiler: what the main characters you play from the perspective of even ''look like'' is false. And Takeshi's route and the Kid's route are actually two separate incidents with the same setup, taking place 17 years apart. The Takeshi and Kid in Takeshi's routes are the real ones, while the Takeshi in Kid's route is a fake and the Kid in Kid's routes is a completely different amnesiac boy. Did you think they were the same incident? Good, because that's exactly what the character wanted.]]
** ''VisualNovel/{{Remember 11}}'': The entire game experience (including NoEnding ending) is a scheme by game characters.
* ''Franchise/AceAttorney'':
** The most shining example is the final case of the second game: apart from your assistant being kidnapped, it's set up like a pretty formulaic case; all the evidence points to your client, but they really don't look the type to commit murder. Meanwhile you have a witness who seems to know a lot more than she's letting on. There's a dark secret hidden behind everything, which could form a plausible motive for her. Pretty typical, you'd probably be thinking. [[spoiler:Except your client really ''is'' guilty this time, and that witness is completely and utterly innocent. But you've done such a convincing job of revealing her frame-up, (the thing you've been doing for the last game-and-a-half) you've utterly convinced the court that ''she's the prime suspect''! And you have to keep it up, otherwise your friend will be killed]]. To further drive the point home, late in the case, Phoenix is given a choice of whether to plead guilty or innocent for his client. He is interrupted by a BigDamnHeroes moment either way, so the choice doesn't impact the plot at all. So the SadisticChoice is posed to the ''player'': would you rather [[spoiler:have a villain go free and an innocent woman convicted, but save your friend, or would you see justice is served but effectively condemn said friend to death?]]
** Turnabout Samurai (''Ace Attorney''): [[spoiler:The ''victim'' was actually the one with the motive, not the killer. It was a case of self-defence.]]
** Turnabout Big Top (''Justice For All''): The killer was [[spoiler:the most sympathetic figure in the entire case, and the only one in the series to actually feel legitimate guilt over what they've done. Rather than having an over-the-top villainous breakdown, [[TearJerker he just bursts into tears.]] You feel pretty heartless for pursuing him.]]
** The Stolen Turnabout (''Trials and Tribulations''): Congratulations! You've managed to prove your client was somewhere else when the theft occured, and implicated someone else. [[spoiler:Unfortunately, that places him at the scene of a ''murder'' at the exact time it was commited, and you've just given the real killer a perfect alibi! [[MagnificentBastard Needless to say, that was his plan all along.]]]]
** The Imprisoned Turnabout (''[[VisualNovel/AceAttorneyInvestigationsMilesEdgeworth Investigations 2]]''): The whole case seems like a total mess, until Edgeworth finally discovers a clear trail leading to a certain someone. You confront him, and... [[spoiler:he totally didn't do it]]. Later on you find out [[spoiler:he was the victim of a very good frameup, but by that point, you're actually wishing he WAS guilty]]. Your suspicions have now fallen on [[spoiler:the warden]], but both Edgeworth, and likely the player, are having trouble figuring out their motive. [[spoiler:And you should be, because ''she had none''! She was just driven to near insanity by Ryoken, the previously mentioned inmate's, constant threats towards her family, and she had become so paranoid that on merely seeing he and the victim played chess togeather, she concluded the victim MUST have been sent to kill her. Her VillainousBreakdown basically consists of her screaming it's Ryoken who's the evil one and that she didn't do anything wrong]]. It's a little... unsettling to the player. [[FromBadToWorse And it gets worse]]: in the game's final case, you find out there's more to this incident than meets the eye. [[spoiler:Specifically, the sweet, timid, wrongly-accused suspect your Defense Attorney friend had been trying to get off the hook? Turns out he's not entirely innocent. [[MagnificentBastard Far]] [[BatmanGambit from]] [[BigBad it.]]]]
* ''Dual Destinies'': [[spoiler: You know that nice, cheery, helpful detective you've been hanging out with the whole time? Turns out he's DeadAllAlong and the BigBad had killed him in order to impersonate him.]]
* The first case of ''VisualNovel/AviaryAttorney'' is designed as a PlayerPunch for those experience with the ''Ace Attorney'' series that inspired it. [[spoiler: The story is set up similarly to many ''Ace Attorney'' cases with a young girl accused of murder and rich SmugSnake that has the motive and ability to commit the crime. After the player defends the girl she reveals that she was in fact guilty after all, with the player helping her get away with it scott-free.]]
* ''VisualNovel/ZeroEscape'' Trilogy:
** ''VisualNovel/NineHoursNinePersonsNineDoors'', unlike many visual novels, is narrated in third-person, not first-person. Turns out, [[spoiler:it ''is'' a first-person narration. ''From another one of the players''. '''''In the past.''''']]
** The sequel ''VisualNovel/VirtuesLastReward'' is a "screw you" to the Japanese players' narrow-minded thoughts on player characters. The game creator wanted to make an adult hero, not a slightly older teenage hero. Japanese gamers don't like the idea of playing as old men because they can't be awesome (basically). [[spoiler:So the game has you play as an old man but tricks you into thinking he's college age.]]
** Also in ''VLR'', you can choose to ally or betray characters, like in the PrisonersDilemma. Ally with a character who betrays you and you would understandably realize you should have picked betray as well. Going back to betray will, on a few occasions, [[spoiler:cause the other character to pick ally, and the characters deride you for betraying someone who was willing to ally with you.]] Your character even questions this, but isn't really sure why he's questioning it until later. In one specific example, [[spoiler:the game switches roles, and this time you're allying with a character who has already been betrayed by you in a different timeline, who is taking revenge on you on HER subsequent playthrough.]]
** The third game, ''VisualNovel/ZeroTimeDilemma'', abandons the typical VisualNovel presentation in favor of a more cutscene-based game inspired by more western examples of visual novels like ''VideoGame/TheWalkingDead''. [[spoiler:And then it turns out that those cutscenes were actually recordings by security cameras set up by Delta, a tenth participant in the game that you as the player don't find out about until the reveal, but the rest of the cast knows already.]]
* The featured romance in ''VisualNovel/MagicalDiary'' is [[spoiler: with a 'bad boy' character who is actually playing on the trope expectations of the target audience to lull the character, and the player, into doing exactly what he wants.]] Many players recognise the manipulation on a character level and laugh about playing out the "cheesy romance", but don't realise that they themselves are being tricked as well. There are [=YouTube=] videos of ''horrified shrieking'' from players suddenly discovering that they were being played all along.
* ''Kimi to Kanojo to Kanojo no Koi'' seems on the first playthrough to be a standard love story for a romance game, though with self-aware jokes from a side character that foreshadows its deconstructive nature. It is on later playthroughs that it slowly reveals its what-if scenario: [[spoiler:what would happen if a love interest in a visual novel became aware of her status, kept her memory of earlier playthroughs and manipulated the game itself to force the player to commit to her alone?]] What makes it qualify as this trope and not just metafiction is that the player's ability to restart the game or load a save, the usual escape route from bad choices, are disabled at this point.
* The CentralTheme of ''VisualNovel/FleuretBlanc'' is materialism and obsession -- two things that video games, by their nature, tend to encourage. This makes for a very interesting choice of medium, and the dissonance is played up for all it's worth. The mechanics encourage you to reduce your co-workers to RelationshipValues and hoard their prized possessions -- which don't even have any meaning to you! -- all while characters wax philosophical about the meaning of objects in our lives and if we can really gain happiness just through having enough possessions. One of the characters is an avid gamer obsessed with virtual achievements and the like. Gaining an item results in a cheerful ItemGet jingle, while losing one results in a sad trombone noise, even when it's part of a scripted sequence. This makes many players have a kneejerk negative reaction to losing items, even when it makes perfect sense and is the smarter option. The [[spoiler:gold placard]] is a particular {{Troll}} in this regard; it's ''only ever added to the inventory in cutscenes'', because Florentine always discards it again by the end of the scene. You never keep it permanently, even though it looks like a legitimate item. The game also dramatically tallies up ScoringPoints at the end of every day over a background that says "[[LampshadeHanging Everything is collectible]]"; these points do absolutely nothing. While there is never any explicit betrayal of the player on the level of some other examples here, the game is carefully crafted to make the player uncomfortable and reevaluate their behavior.
* Franchise/DanganRonpa as a whole has this in their different Climax/ Final Missions of the games (including the original game and its [[spoiler: TheEndOfTheWorldAsWeKnowIt twist]], and ''VisualNovel/SuperDanganRonpa2'' and its [[spoiler: VR World twist]]), but ''VisualNovel/NewDanganRonpaV3'' takes far, FAR further. [[spoiler: Not only was the Killing Game this time around was merely a TrumanShowPlot, but it reveals that all previous parts of the franchise were just fiction within fiction, meaning that they were games that were played within the world of NewDanganRonpaV3, meaning all the struggles they go through was merely all for nothing. They proved to be so popular, that the first TV shows made by the in game Team Dangranronpa were based on these games, and then went n to create 53 Tv shows of the series, with NewDanganRonpaV3 being that 53rd, because the V in the title is not a V, but the roman Numeral for 5, hence, the '''53rd''' Killing game.]]
* ''VisualNovel/DokiDokiLiteratureClub'' starts out as a normal cutesy dating sim, and continues this up until a few hours in [[spoiler: when the player character's best friend kills themselves, the game resets back to the start without her in it, and you start realizing it's actually a fourth-wall breaking MindScrew psychological horror game.]]

[[folder:Web Games]]
* TowerDefense game ''Gemcraft: Chapter Zero'' is a fairly mild version. The Player should be wary of the premise of the game (a sorcerer seeking the ultimate MacGuffin) since it's a prequel, and the boss-fights are named [[spoiler: ancient guardians]], but overall the player identifies with the main character, wanting to beat all of the levels. Then you get to the very last stage and have to free the MacGuffin from a seal. Destroying the seal [[spoiler: unleashes the SealedEvilInACan that possesses you, necessitating the character of the original ''Gemcraft'' game to come along and clean up the mess you made. NiceJobBreakingItHero]]!
* ''VideoGame/ADarkRoom'' toys with you a lot and just as you're getting used to it, you begin to find evidence that [[spoiler: you're not human at all. You're a survivor from an alien invasion fleet. Those soldiers attacking you are the good guys.]]

[[folder:Fictional Examples]]
* 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.