Deconstruction Game

A form of Deconstruction, which has apparently become a rising fad in flash games.

A deconstruction game is a game that deconstructs aspects of Video Games in general. At the minimum, it takes one aspect, and blows it up to such ridiculously exaggerated proportions that it simply becomes laughable, as if to make a point that "You can't make a game based just on this!" or with some, "If you enjoy games because of this one reason then you are an idiot!"

In order to qualify, a single part of the game at the minimum must take at least one single trope, mechanic, or gimmick, and either explore it exhaustively to the possible point of Mind Screw, or play it far too simple and flat to be taken seriously. Typically they rely heavily on their nature as a parody to be entertaining, but on rare occasions they're fun to play as well. They often make use of Playing the Player.

Examples:

Action Adventure
  • Shadow of the Colossus: Boss Battles. The game is almost nothing but boss fights, and what little bit of plot the game has makes most players question whether they're really doing the right thing by killing them.

Adventure Game
  • Harvester: A deconstruction of Evil Is Cool and Video Game Cruelty Potential - not through heavy-handed moralizing, however. It's a mockery of the accusation that video game violence causes real violence by making the violence cartoonishly bleak, unrealistic, and improbable to follow through on. Even the bad ending outright states that censorship of fictional violence is moronic.
  • META: Amateur adventure game design.
  • Flower, Sun and Rain: Sidequests, convenient puzzles, event flags and adventure game mechanics in general. The game, and often even the characters, will deliberately waste your time while your actual mission is to stop a terrorist from blowing up a plane. No one's really clear on why you need to solve math puzzles at every turn, either, but they seem to accept it as normal. In the end, your reward is mostly mockery.
  • Takeshi's Challenge was specifically designed to piss off the type of completionists and Easter Egg hunters who would beat a spectacularly bad game just to see if they could.
  • The Stanley Parable deconstructs linear games that Railroad the player while giving the illusion of a living, explorable world. The creator of the game explains, "You will make a choice that does not matter. You will follow a story that has no end. You will play a game you cannot win." The HD remake also deconstructs the line between author and narrator, narrators themselves, and binary morality and lose-lose morality plays.

Fighting Game
  • M.U.G.E.N, the customizable fighting engine by Elecbyte, can be seen as a deconstruction of crossover fighting games, as well as games with Guest Characters, as you can see the consequences of having characters in your roster with widely different rules and gameplay. Gaze in awe as characters from games with the simpler mechanics note  are mercilessly demolished by characters from fast-paced, combo-oriented games note , or games with more complex mechanics note .
    It can also be counted as a Decon-Recon Switch thanks to the customizability of the engine, it is possible to edit the files ans states of your characters, nerf the overpowered ones and buff the weaker ones for a proper balancing.

First-Person Shooter

Hack and Slash
  • Drakengard deconstructs a variation of Level Grinding showing us just what kind of person would slaughter armies of enemies in order to strengthen his weapons.

Interactive Fiction

Platform Game
  • You Only Live Once: Platformers in the vein of Mario.
  • DLC Quest: Overreliance on Downloadable Content.
  • Level Up: Leveling up in games.
  • Braid: The classic Save the Princess story is followed to the letter, even being called out by name, until the last few levels, when your motives become increasingly questioned, and the princess is revealed as fleeing you the whole game.
  • Sonic the Hedgehog OmoChao Edition: Stop Helping Me! (This game actually has added challenge — you have to avoid everything that triggers Omochao's comments as much as possible for Rank Inflation, and for Speed Run enthusiasts, there's the fact that the timer won't freeze whenever Omochao speaks.)
  • While not otherwise a deconstruction, Banjo-Kazooie: Nuts & Bolts opens with a Gotta Catch 'Em All sequence played ludicrously simple. The fact that this is coming from Rare makes it all the more painful.
  • Default Dan takes every convention of the genre, and flips them around. Coins, cute enemies, cupcakes and other power-ups are bad, pits, spikes, and other normally lethal things are good, the princess kidnaps the hero's monster friend instead of the other way around... However, it's all Played for Laughs.

Role-Playing Game

Shoot Em Ups
  • DonPachi takes apart the concept of the One-Man Army commonly present in single-player video games, showing that in order to be able to take on enemy forces by themselves, prospective recruits have to slaughter their own military forces as training exercises. Only after seven years of this training is the player character finally fit to enter the elite DonPachi Squadron.

Simulation Game
  • Desert Bus, from Penn and Teller's Smoke and Mirrors: Simulation Games. The simulation aspect is carried so far that the game is somehow less fun than it would be to actually drive a bus through a desert. Part of the point is making fun of how Moral Guardians claim video games to be ultra-realistic gore fantasies - a video game always takes some liberties with real life, or you get Desert Bus.
  • Cart Life is a deconstruction of business simulators. You play the role of a small business owner attempting to start and maintain a retail business in a city. However, just like in real life, you don't get an objective menu, and there are no directions on where you need to go and what you need to do. Most importantly, it completely averts the expectation that you can pause the game by bringing up the menu screen. Just like in real life, there is absolutely no way for the player to pause the flow of time even when you are trying to read the description on a product or chat with a customer. And that is before even getting into the actual business part, in which you need to doing everything from getting the products from a supermarket to getting a permit yourself, all the while trying to balance and maintain the basic needs and addition of your character. In other words, the game demonstrates just how not fun and difficult it is to run a small business (and being a new immigrant/single mother) is in real life.

Stealth-Based Game

Survival Horror
  • Nanashi no Game uses the cursed, nameless game to deconstruct RPGs. There's no battles to win, levels to grind or heroics to engage in — you just walk around, talk to people and collect hidden items that must be found to reach the good ending.
  • Spookys House Of Jumpscares appears to be at first a deconstruction of horror games and their ever-increasingly usage of Jump Scares... but when you reach room 100 the creepy stuff happens.

Third-Person Shooter
  • Spec Ops: The Line is a far more successful deconstruction of military shooters compared with the aforementioned Haze, stating that, for all their pretense of gritty realism, they are still escapist, dehumanizing, unrealistic power fantasies. One sequence in particular becomes exponentially more horrifying if you've played the similar, yet more throwaway "Death From Above" level in Modern Warfare. While it's at it, it also deconstructs playing shooters as a Power Fantasy, "moral choice" systems and the America Saves the Day trope.
Web Games
http://tvtropes.org/pmwiki/pmwiki.php/Main/DeconstructionGame