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* ''VideoGame/ProgressQuest'': {{RPG}}s that assign players randomly generated quests and don't require any real strategy. After creating a player (which has no bearing on the game itself), the game automates grinding and fetch quests which is all the game is.

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* ''VideoGame/ProgressQuest'': {{RPG}}s that assign players randomly generated quests and don't require any real strategy. After creating a player character (which has no bearing on the game itself), the game automates grinding and fetch quests which is all the game is.

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merged duplicate examples


* ''VideoGame/ProgressQuest'': {{RPG}}s that assign players randomly generated quests and don't require any real strategy. The game automates grinding and fetch quests which is all the game is.

to:

* ''VideoGame/ProgressQuest'': {{RPG}}s that assign players randomly generated quests and don't require any real strategy. The After creating a player (which has no bearing on the game itself), the game automates grinding and fetch quests which is all the game is.



** ''VideoGame/ProgressQuest'' takes it even further, with no degree of player interaction beyond creating your character (which actually has no effect on "game" "play" anyway...) It could be argued that it's more of an exercise in waiting rather than a game.

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[[folder:General]]
* {{Simulation game}}s in general can be seen as this to many traditional video game genres. Whereas many video games based on real-life activities [[AcceptableBreaksFromReality make many concessions to realism for the sake of fun and playability]], the point of a simulator is to replicate the activity in as realistic a manner as possible, with accurate physics, mechanics, rules, damage, and more. It's the difference between ''VideoGame/{{GRID}}'' and ''VideoGame/GranTurismo'', ''VideoGame/AceCombat'' and ''VideoGame/DigitalCombatSimulator'', ''VideoGame/CallOfDuty'' and ''VideoGame/{{ARMA}}'', or ''VideoGame/TecmoBowl'' and ''VideoGame/MaddenNFL''.
* {{Cinematic Platform Game}}s are {{Platform Game}}s that are bound to the limitations of real life physics and human abilities: characters can't jump their height, [[JumpPhysics change direction mid-air]], or [[FallDamage survive a sufficiently long fall]], among many other limitations listed on the former page. The [[{{Rotoscoping}} lavishly-animated]] objects change how the game feels to play, giving each movement a sense of weight; even mundane actions like picking up an object or [[DoNotRunWithAGun drawing ones weapons]] feel drawn out in comparison to the instantaneous actions of typical platform games. While some of these games have surprisingly complicated control schemes in comparison to typical {{Platform Game}}s, to match the complexity of their LeParkour movesets, the realistic physics alone make them feel like a completely different genre altogether.
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* ''VideoGame/Receiver2'' is a general deconstruction of gun tropes. Guns are finicky, capable of jamming in a number of ways, requiring manual reloads of the magazine bullet-by-bullet, discharging if handled inappropriately, and each gun is filled with its own little quirks. Their lethality also isn't understated: Two shots from most pistols kills you, one shot from a rifle-calibre bullet or a Desert Eagle kills you. The tapes you find in game frequently call out standard tropes and give realistic gun advice, recommending looking up local laws, confirming your targets, and ensuring that proper escalation has been followed to avoid unnecessary deaths and potential prison time.

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* ''VideoGame/Receiver2'' is a general deconstruction of gun tropes. Guns are finicky, capable of jamming in a number of ways, requiring manual reloads of the magazine bullet-by-bullet, discharging if handled inappropriately, and each gun is filled with its own little quirks. Their lethality also isn't understated: Two shots from most pistols kills you, one shot from a turret's rifle-calibre bullet or a your Desert Eagle kills you. The tapes you find in game frequently call out standard tropes and give realistic gun advice, recommending looking up local laws, confirming your targets, and ensuring that proper escalation has been followed to avoid unnecessary deaths and potential prison time.
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** Contrastly, the [[AlternateUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

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** Contrastly, the [[AlternateUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying Kris using their tone of voice to pick take control of their dialogue options]].back from you regardless of the dialogue options you pick]].
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* ''PokemonStrangledRed'' discusses an eponymous hacked game within a DeconstructionFic.

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* ''PokemonStrangledRed'' ''Fanfic/PokemonStrangledRed'' discusses an eponymous hacked game within a DeconstructionFic.
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* ''PokemonStrangledRed'' discusses an eponymous hacked game within a DeconstructionFic.
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This edit can be seen as a deconstruction of the idea that a game engine can be a deconstruction of anything.


* ''VideoGame/{{MUGEN}}'', the customizable fighting engine by Elecbyte, can be seen as a deconstruction of crossover fighting games, as well as games with [[GuestFighter Guest Characters]], as you can see the far more realistic consequences of having characters in your roster with [[MyRulesAreNotYourRules widely different rules]] and gameplay. Gaze in awe as characters from games with the simpler mechanics [[note]]''Franchise/StreetFighter'', ''[[VideoGame/GlobalChampion Kaiser Knuckle]]'', the Creator/{{SNK}} fighters, and in general, fighters from the 90s[[/note]] are [[CurbStompBattle mercilessly demolished]] by characters from fast-paced, combo-oriented games [[note]]''VideoGame/MarvelVsCapcom'', ''VideoGame/GuiltyGear''[[/note]], or games with more complex mechanics [[note]]''VideoGame/MeltyBlood'', ''VideoGame/ArcanaHeart'', ''VideoGame/UnderNightInBirth''[[/note]]. And don't even get us started on [[Manga/OnePunchMan Saitama]].
** It can also be counted as a DeconReconSwitch thanks to the customizability of the engine, it is possible to edit the files and states of your characters, weaken the overpowering ones and buff the weaker ones for a proper balancing.
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* ''[[http://ifdb.tads.org/viewgame?id=gjfpoi9klpbrfyoa In The End]]'': [[spoiler: UnwinnableByDesign]]
* ''[[http://ifdb.tads.org/viewgame?id=0stz0hr7a98bp9mp Rameses]]'': ButThouMust
* ''[[http://ifdb.tads.org/viewgame?id=22oqimzgf8snv002 Rematch]]'': TrialAndErrorGameplay
* ''VideoGame/SpiderAndWeb'': [[spoiler: SecondPersonNarration]]

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* %%* ''[[http://ifdb.tads.org/viewgame?id=gjfpoi9klpbrfyoa In The End]]'': [[spoiler: UnwinnableByDesign]]
* %%* ''[[http://ifdb.tads.org/viewgame?id=0stz0hr7a98bp9mp Rameses]]'': ButThouMust
* %%* ''[[http://ifdb.tads.org/viewgame?id=22oqimzgf8snv002 Rematch]]'': TrialAndErrorGameplay
* %%* ''VideoGame/SpiderAndWeb'': [[spoiler: SecondPersonNarration]]



* While not otherwise a deconstruction, ''Banjo-Kazooie: Nuts & Bolts'' opens with a GottaCatchEmAll sequence played ludicrously simple. The fact that this is coming from [[HypocriticalHumor Rare]] makes it all the more painful.

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* While not otherwise a deconstruction, ''Banjo-Kazooie: Nuts & Bolts'' ''VideoGame/BanjoKazooieNutsAndBolts'' opens with a GottaCatchEmAll sequence [[GottaCatchEmAll collectable-collecting sequence]] played ludicrously simple. The fact that this is coming from [[HypocriticalHumor Rare]] makes it all the more painful.simple.
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correcting pothole redlinks, condensing Souls-Like RPG as its now a subgenre.


** Most video games have their economies based around buying and selling items of fixed value. Cruelty Squad ties its economy to an extremely volatile stock market, where not only stock prices but the prices of organs and fish are prone to wild swings during and in-between missions. The stocks are also influenced by what happens in missions too. Get a mission to take out the CEOs of a company on the market? You better sell your investments in that company before going through with that mission, lest you lose your shirt when the stock plummets afterward.
* ''VideoGame/DutyCalls'' is this combined with MediumAwareness.

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** Most video games have their economies based around buying and selling items of fixed value. Cruelty Squad ties its economy to an extremely volatile stock market, where not only stock prices but the prices of organs and fish are prone to wild swings during and in-between missions. The stocks are also influenced by what happens in missions too. Get a mission to take out the CEOs CEO and heads of a company on the market? You better sell your investments in that company before going through with that mission, lest you lose your shirt when the stock plummets afterward.
* ''VideoGame/DutyCalls'' is this combined with MediumAwareness.rather in-your-face deconstructs linear military shooter AmericaSavesTheDay.



* ''Videogame/DemonsSouls'', including its [[SpiritualSuccessor spiritual sequels]] ''Videogame/DarkSouls'', ''Videogame/DarkSoulsII'', ''Videogame/{{Bloodborne}}'', ''Videogame/DarkSoulsIII'', and ''Videogame/SekiroShadowsDieTwice'', seems to be deconstructing modern conveniences of modern videogame features. Autosaves? DeathIsASlapOnTheWrist? The games uses those features against the player instead to help the player, by having valuable ExperiencePoints dropped upon death, and if failed to be collected, it will lost. Not to mention that after death, the player character enter a weakened state that must be restored with a cost... Multiplayer? Only trust will help the player.

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* ''Videogame/DemonsSouls'', including its [[SpiritualSuccessor spiritual sequels]] ''Videogame/DarkSouls'', ''Videogame/DarkSoulsII'', ''Videogame/{{Bloodborne}}'', ''Videogame/DarkSoulsIII'', and ''Videogame/SekiroShadowsDieTwice'', SoulsLikeRPG seems to be deconstructing modern conveniences of modern videogame features. Autosaves? DeathIsASlapOnTheWrist? The games uses those features against the player instead to help the player, by having valuable ExperiencePoints dropped upon death, and if failed to be collected, it will lost. Not to mention that after death, the player character enter a weakened state that must be restored with a cost... Multiplayer? Only trust will The multiplayer feature is tailored so the player, through notes function, could write either helpful or deceptive tactics, and while players can potentially help the player.each other, "invasion" of other player's session is possible and often encouraged.



* ''Videogame/{{Tyrian}}'' also deconstruct the concept of OneManArmy in a different way. The protagonist, Trent, is supposedly just an escapee that witnessed a corrupt MegaCorp killing his friend and said MegaCorp, Microsol, decided HeKnowsTooMuch. Trent then made contact with Microsol's enemy, Gencore, and singlehandedly won a lot of decisive victories. Later it turns out that Gencore's head is a CorruptCorporateExecutive that, after four episodes worth of missions, decided to exploit the protagonist's OneManArmy credentials further to cut costs of sending an entire battle fleet. Trent naturally got sick of this and went MIA after tying up the loose ends against Microsol.

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* ''Videogame/{{Tyrian}}'' also deconstruct the concept of OneManArmy in by having the supposed "good guys" (actually the enemy of a different way. The protagonist, Trent, is supposedly just an escapee that witnessed a corrupt MegaCorp killing his friend and said MegaCorp, Microsol, decided HeKnowsTooMuch. Trent then made contact with Microsol's enemy, Gencore, and the protagonist ran away from), knowing how the protagonist can singlehandedly won a lot of decisive victories. Later it turns out that Gencore's head is a CorruptCorporateExecutive that, after four episodes worth of missions, decided take down enemy fleets, decide to exploit use the protagonist's OneManArmy credentials further protagonist to cut costs of sending an entire battle fleet. Trent naturally got as well as perpetuating the war that even the protagonist are getting sick of this and went MIA after tying up the loose ends against Microsol.of.
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added example from Cruelty Squad

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* ''Videogame/CrueltySquad'' deconstructs power fantasy open-ended first person shooters. Instead of playing as an stoic, invincible super-badass who can shrug off gunfire like no problem and sneak through any heavily guarded compound, the main character of Cruelty Squad is a deeply flawed and depressed loner who dies in just a few hits. The main character murders hundreds of enemies and kills powerful people, not out of some grand quest or moral obligation, but because its his job and he treats it as such. Lastly, the world is a contrast to the inviting, intricate and detailed environments of triple-AAA gaming, instead taking place in an actively hostile and uncomfortable environment with Alien Skies, warped textures, and a horrific screeching soundscape. In essence, while those games seek to provide an accomodating and enticing experience, Cruelty Squad is all about breaking the player down and getting under their skin.
** The protagonist is a clear deconstruction of common videogame main characters, especially the ones common in military-themed shooters. Background with military training? Check. Silent, stoic, and subdued personality? Check. Able to equip themselves with all sorts of fun upgrades? Check. Follows orders from a disspassionate Mission Control figure? Check. Where the main character of Cruelty Squad differs from characters of this type is that these tropes are used to point out how much of a loser he is rather than build him up as a badass. His military training was in a death squad rather than the more noble soldier occupation, and he's using his advanced training to kill for whoever pays his company the best. His silent personality is the symptom of depression and apathy at his situation in life, while the upgrades he gets destroy his body and debase him as a human. His Mission Control is also rarely on any meds to begin with, and sends a death squad to his apartment to kill him by accident, only to apologize and laugh it off once the protagonist escapes.
** Many common game tropes such as ResurrectiveImmortality, UltraSuperDeathGoreFestChainsawer3000, and EquipmentUpgrade are canon to how the Cruelty Squad universe works, and their implementation is pretty horrific. The player character coming back after death with a cheap 500$ penalty? Everyone else in the world can do this too, which ultimately drives many people completely insane since they can never die. The extreme ultraviolence the game revels in is part-and-parcel of this world, since everyone is immortal anyways. While dying might be painful, it's no more of an inconvenience to your targets than paying a phone bill, and ultimately renders much of the carnage you cause to be pointless. Lastly, the implants you get are useful and fun, but are often underscored with some kind of horrific effect on your body. Speed implants replace your organs, stealth suits make you literally smell like shit, heavy armor suffocates your body, and so on. In choosing to enable videogame upgrades on himself, the protagonist ruins his body and becomes a mutant. In summary, the Cruelty Squad world is a place where people can never truly die, are tortured endlessly by immortal and extremely powerful beings, and slowly have their bodies and spirits transformed by the suffering they endure.
** Most video games have their economies based around buying and selling items of fixed value. Cruelty Squad ties its economy to an extremely volatile stock market, where not only stock prices but the prices of organs and fish are prone to wild swings during and in-between missions. The stocks are also influenced by what happens in missions too. Get a mission to take out the CEOs of a company on the market? You better sell your investments in that company before going through with that mission, lest you lose your shirt when the stock plummets afterward.
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* ''VideoGame/FireEmblemThracia776'' is considered one of the most difficult games in the franchise, deconstructing the plot of the first game, where prince in exile Marth retakes his country from TheEmpire. ''Thracia'' pulls no punches showing what kind of hurdles Prince Leif has to overcome. His army is constantly on the run, they started with no money and have to steal weapons from the enemy, and they don't have enough manpower or resources to hold land for a significant amount of time.
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* ''VideoGame/MadWorld'' deconstructs the very type of entertainment it displays. The people that enjoy watching it are shown to be cruel and almost outright amoral [[spoiler: (the closest thing to an exception is Lord Gesser, and it's only because Deathwatch has become a spectator sport for gambling, not because of the innocent people that die to set it up),]] and the cutscenes outside the plot keep reminding the player just how horrific the events that had to take place to set up Death Watch were and how terrible the people setting it up were.

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** ''VideoGame/NieR'', in addition to [[DeconstructorFleet deconstructing several aspects of JRPG's and "save the world" plotlines in games]], also deconstructs the concept of a "dungeon" and lampshades the concept of arbitrary challenges and rules placed at certain segments in games by having the characters point out how ridiculous the "rules" of the temple they're in are. These challenges also seem to be deliberately unfun and tedious to get through.

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** ''VideoGame/NieR'', in addition to [[DeconstructorFleet deconstructing several aspects of JRPG's and "save the world" plotlines in games]], also deconstructs the concept of a "dungeon" and lampshades the concept of arbitrary challenges and rules placed at certain segments in games by having the characters point out how ridiculous the "rules" of the temple they're in are. These challenges are also seem to be deliberately unfun and tedious to get through.through; they are, after all, traps meant to ''keep people out'', not toys for plucky adventurers to play with.
** ''VideoGame/NieRAutomata'' deconstructs many aspects of [=RPGs=] by [[SlidingScaleOfGameplayAndStoryIntegration showing they only really make sense if nearly all of the cast are robots]]; stat-boosting equipment comes in the form of software upgrades, you respawn after dying because your mind just downloads to a new body, status effects come from being hacked by enemies or infected by computer viruses, and much more. The typical RPG SavingTheWorld plot is also deconstructed, as [[spoiler:the war you spend most of the game fighting is a lie; [[AfterTheEnd humanity was already wiped out long before the story even began]], and you and your enemies are nothing more than proxy agents in an experiment by your leaders to try and [[HumanityEnsues become human]].]]


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[[folder:Wide Open Sandbox]]
* ''VideoGame/NoMoreHeroes'': [[WideOpenSandbox Wide Open Sandboxes]] and AntiHero video game protagonists. You have a big beachside city to explore, but it's a crappy, rundown DyingTown with an [[LowerClassLout ever-dwindling menial population]]; there's not much of anything to really ''do'', and even less that your PlayerCharacter can affect in a meaningful way. Said PC is a massive LoserProtagonist with an [[SmallNameBigEgo overinflated ego]]. He wastes his life away on pointless [[BossBattle boss battles]], mini-games take the form of boring menial jobs he has to work to support his wannabe action hero lifestyle, his [[PlayerHeadquarters base]] is the crappy motel room he lives in, his CoolSword is an AwesomeButImpractical laser blade that looks like a cosplay prop, and he gets upgrades and collectibles by rooting through garbage because he can't afford most of them and has to make do with whatever junk he finds.
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* ''VideoGame/Receiver2'' is a general deconstruction of gun tropes. Guns are finicky, capable of jamming in a number of ways, requiring manual reloads of the magazine bullet-by-bullet, discharging if handled inappropriately, and each gun is filled with its own little quirks. Their lethality also isn't understated: Two shots from most pistols kills you, one shot from a rifle-calibre bullet or a Desert Eagle kills you. The tapes you find in game frequently call out standard tropes and give realistic gun advice, recommending looking up local laws, confirming your targets, and ensuring that proper escalation has been followed to avoid unnecessary deaths and potential prison time.
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* ''VideoGame/DokiDokiLiteratureClub'': [[DatingSim Dating sims]], [[HaremGenre harem games]], the nature of [[NonPlayerCharacter NPCs]], and [[BreakingTheFourthWall the divide between the player and their character]]. [[spoiler:One of the non-romanceable side characters is self-aware and [[GoMadFromTheRevelation steadily going insane from the knowledge that she's a video game character]], eventually becoming an obsessive {{Yandere}} towards the player (not the PC, ''[[TheFourthWallWillNotProtectYou the player themselves]]'') who [[InterfaceScrew screws with the game's files on your computer]] to try and force you into romancing her, which in turn causes the rest of the girls to start going mad and killing themselves as their flaws and personal issues get [[{{Flanderization}} Flanderized]] to their LogicalExtreme.]]
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[[folder:Puzzle Games]]
* ''VideoGame/TheIllogicalJourneyOfTheZambonis'': TrialAndErrorGameplay. The Zambonis are faced with danger with no way to know what will lead to safety and what will lead to death. The narration hammers in how horrifying it would be to be faced with unpredictable death. [[spoiler:And no matter what choices you make, a set number of Zambonis are guaranteed to die on each screen, so the choices you make don't matter at all.]]
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** [[http://tinysubversions.com/game/ywhtwt/ You Were Hallucinating The Whole Time]] is an even bigger deconstructionist mockery by adding meaningless [[ShockingSwerve shocking swerves]] to classic video games and pointing out that [[YouBastard criticizing people for unrealistic entertainment is stupid.]]

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** [[http://tinysubversions.com/game/ywhtwt/ You Were Hallucinating The Whole Time]] is an even bigger deconstructionist mockery by adding meaningless [[ShockingSwerve [[AssPull shocking swerves]] to classic video games and pointing out that [[YouBastard criticizing people for unrealistic entertainment is stupid.]]
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added an explanation to one of the examples, since it doesn't have a page on the site and my attempts to find an explanation on my own took way too long and convinced my computer i was trying to give it a virus.


* ''[[http://ifdb.tads.org/viewgame?id=1z2lxiqua980sedk +=3]]'': Standard intfic assumptions, [[spoiler:specifically that your inventory is the sum total of items on your person that you can interact with.]]

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* ''[[http://ifdb.tads.org/viewgame?id=1z2lxiqua980sedk +=3]]'': Standard intfic assumptions, [[spoiler:specifically that your inventory is the sum total of items on your person that you can interact with.]]]][[labelnote:explanation]]You're in front a troll who wants three objects before he'll let you pass. All you have on you is a fancy calculater that's completely useless. The solution is to [[spoiler: give him your shirt, shoes, and pants. After all, if you were naked it would have mentioned that to you!]][[/labelnote]]
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** Contrastly, the [[AlternativeUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

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** Contrastly, the [[AlternativeUniverse [[AlternateUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].
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None


** Contrastly, the [[AlternaticeUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

to:

** Contrastly, the [[AlternaticeUniverse [[AlternativeUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

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The Kill Em All Route doesn't actually mention the Golden Ending. And the whole "lazy" part is a huge giveaway that it's Sans. And the True Pacifist route isn't confirmed to be the true ending.


--> '''[[spoiler:Sans]]''': [[ReasonYouSuckSpeech You'll never give up, even if there's no benefit to persevering whatsoever. No matter what, you'll just keep on going. Not out of any desire for good or evil... but just because you think you can. And because you can, you have to.]]
** The No Mercy route also can be seen as a deconstruction of playing a VillainProtagonist, especially in games with {{Karma Meter}}s and/or MultipleEndings. Plenty of games that have the option of being "evil" often try to play it off for RuleOfCool, RuleOfFunny, or still have you in a [[BlackAndGreyMorality "lesser of two evils" situation]]. Not Undertale. To do a No Mercy run, you need to go out of your way to hunt down and kill absolutely everything you can, and the game will make you feel horrible for it. The quirky humor of the game vanishes, replaced by a dark and dreary ambiance. The [=NPCs=] will either run from you in terror or treat you like the despicable scum you are. All the encounters are either pathetically easy or hair-pullingly hard so that you never get to actually enjoy yourself in battle. Your sympathies throughout the whole thing will lie with the victims. All of the game's puzzles are automatically solved (because Flowey is helping you), and all non-essential areas are warded off by force fields, so you can't do anything except fight. And most importantly, if despite all that you still go through with it, you can never "reset" your way out of the consequences - short of tampering with your computer, your sins will remain with you forever.
** 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''.]]
** Contrastly, the sequel ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

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--> '''[[spoiler:Sans]]''': [[ReasonYouSuckSpeech You'll never give up, even if there's no there's, uh... absolutely NO benefit to persevering whatsoever. No matter what, you'll just keep on going. Not out of any desire for good or evil... but just because you think you can. And because you can, "can"... you have to."have to".]]
** The [[KillEmAll No Mercy route route]] also can be seen as a deconstruction of playing a VillainProtagonist, especially in games with {{Karma Meter}}s and/or MultipleEndings. Plenty of games that have the option of being "evil" often try to play it off for RuleOfCool, RuleOfFunny, or still have you in a [[BlackAndGreyMorality "lesser of two evils" situation]]. Not Undertale. ''Undertale''. To do a No Mercy run, you need to go out of your way to hunt down and kill absolutely everything in each area you can, can until a specific message pops up, and the game will make you feel horrible for it. The quirky humor of the game vanishes, replaced by a dark and dreary ambiance. The [=NPCs=] will either run disappear because they're running from you in terror or treat you like the despicable scum you are. All the encounters are either [[AntiClimaxBoss pathetically easy easy]] or [[ThatOneBoss hair-pullingly hard hard]] so that you never get to actually enjoy yourself in battle. Your sympathies throughout the whole thing will lie with the victims. All of the game's puzzles are automatically solved (because Flowey [[BigBad Flowey]] is [[BigBadDuumvirate helping you), you]]), and all non-essential areas are warded off by force fields, so you can't do anything except fight. And most importantly, if despite all that you still go through with it, it until the very end, you can never "reset" your way out of the consequences - short of tampering with your computer, your sins will remain with you forever.
** 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'', ''[[TheFourthWallWillNotProtectYou YOU]]'', the player, are the real villain of the story, and every boss you mercilessly cut down was a HeroAntagonist out to stop you. you (with the exceptions of Toriel and Papyrus, as Toriel didn't realise your evil and Papyrus [[AllLovingHero believed you can still be a good person]]). It also invokes BeingEvilSucks by making every fight an AnticlimaxBoss AntiClimaxBoss that goes down in one hit, and the few ''two'' 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 characters, the previously mentioned Flowey, 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 GoldenEnding 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, the GoldenEnding, because you'd be taking all that happiness 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 GoldenEnding 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 a genius and strong, but doesn't actually use his powers 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. anymore, and [[LetsGetDangerous only steps in to save the world]] at the climax of the No Mercy route. 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 GoldenEnding 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''.]]
** Contrastly, the sequel [[AlternaticeUniverse kinda-sequel]] ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].
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Adding a reference to the new "Trickster Game" trope.

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Compare and contrast with TricksterGame, which is a game that deceives the player on fundamental elements of the experience; deconstruction is one potential reason for a TricksterGame.

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Adding a bit to Tyrian, and Spooky's isn't really a deconstruction, but a straight up horror with bait and switch opening chapters and surprise creepy.


* ''Videogame/{{Tyrian}}'' also deconstruct the concept of OneManArmy in a different way. The protagonist, Trent, is supposedly just an escapee that witnessed a corrupt MegaCorp killing his friend and said MegaCorp, Microsol, decided HeKnowsTooMuch. Trent then made contact with Microsol's enemy, Gencore, and singlehandedly won a lot of decisive victories. Later it turns out that Gencore's head is a CorruptCorporateExecutive that, after four episodes worth of missions, decided to exploit the protagonist's OneManArmy credentials further to expand Gencore's own influence. Trent naturally got sick of this and went MIA after tying up the loose ends against Microsol.

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* ''Videogame/{{Tyrian}}'' also deconstruct the concept of OneManArmy in a different way. The protagonist, Trent, is supposedly just an escapee that witnessed a corrupt MegaCorp killing his friend and said MegaCorp, Microsol, decided HeKnowsTooMuch. Trent then made contact with Microsol's enemy, Gencore, and singlehandedly won a lot of decisive victories. Later it turns out that Gencore's head is a CorruptCorporateExecutive that, after four episodes worth of missions, decided to exploit the protagonist's OneManArmy credentials further to expand Gencore's own influence.cut costs of sending an entire battle fleet. Trent naturally got sick of this and went MIA after tying up the loose ends against Microsol.



* ''VideoGame/SpookysJumpScareMansion'' appears to be at first a deconstruction of horror games and their ever-increasingly usage of {{Jump Scare}}s... [[spoiler:but when you reach room 100 [[DeconReconSwitch the creepy stuff happens]].]]
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* Both of the ''VideoGame/Kane&Lynch'' games are surprisingly subtle deconstructions of crime-themed action games. Both deliberately avoid glorifying violence, and instead goes out of its way to portray realistic consequences of it, such as the firefights being messy with civilians very frequently being caught in the crossfire. The two main protagonists are also portrayed as desperate, selfish and destructive, as to show how morally bankrupt one would have to be to commit the actions of the anti-heroic protagonists found in titles like Grand Theft Auto as well as how horrible they would actually be.

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* Both of the ''VideoGame/Kane&Lynch'' ''VideoGame/KaneAndLynch'' games are surprisingly subtle deconstructions of crime-themed action games. Both deliberately avoid glorifying violence, and instead goes out of its way to portray realistic consequences of it, such as the firefights being messy with civilians very frequently being caught in the crossfire. The two main protagonists are also portrayed as desperate, selfish and destructive, as to show how morally bankrupt one would have to be to commit the actions of the anti-heroic protagonists found in titles like Grand Theft Auto as well as how horrible they would actually be.
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* Both of the ''VideoGame/Kane&Lynch '' games are surprisingly subtle deconstructions of crime-themed action games. Both deliberately avoid glorifying violence, and instead goes out of its way to portray realistic consequences of it, such as the firefights being messy with civilians very frequently being caught in the crossfire. The two main protagonists are also portrayed as desperate, selfish and destructive, as to show how morally bankrupt one would have to be to commit the actions of the anti-heroic protagonists found in titles like Grand Theft Auto as well as how horrible they would actually be.

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* Both of the ''VideoGame/Kane&Lynch '' ''VideoGame/Kane&Lynch'' games are surprisingly subtle deconstructions of crime-themed action games. Both deliberately avoid glorifying violence, and instead goes out of its way to portray realistic consequences of it, such as the firefights being messy with civilians very frequently being caught in the crossfire. The two main protagonists are also portrayed as desperate, selfish and destructive, as to show how morally bankrupt one would have to be to commit the actions of the anti-heroic protagonists found in titles like Grand Theft Auto as well as how horrible they would actually be.
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* Both of the ''VideoGame/Kane&Lynch '' games are surprisingly subtle deconstructions of crime-themed action games. Both deliberately avoid glorifying violence, and instead goes out of its way to portray realistic consequences of it, such as the firefights being messy with civilians very frequently being caught in the crossfire. The two main protagonists are also portrayed as desperate, selfish and destructive, as to show how morally bankrupt one would have to be to commit the actions of the anti-heroic protagonists found in titles like Grand Theft Auto as well as how horrible they would actually be.

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** 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''.]]


They often make use of PlayingThePlayer and can range in length from short flash games that exist to make a short point about the trope involved, indie projects written and coded by one or a handful of people, all the way up to high quality blockbuster AAA titles that utilise their high budgets & technology to make statements within the context of mechanical similarity to the games they are deconstructing.

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They often make use of PlayingThePlayer UnexpectedGameplayChange and can range in length from short flash games that exist to make a short point about the trope involved, indie projects written and coded by one or a handful of people, all the way up to high quality blockbuster AAA titles that utilise their high budgets & technology to make statements within the context of mechanical similarity to the games they are deconstructing.



* ''VideoGame/{{ICEY}}'': The narrator will not so subtly hint that your whole purpose in the game is to kill the "final" boss, and that you should ALWAYS follow the floating guide arrows, and NEVER stray from the path laid out before you. In actuality, disobeying the Narrator and breaking the game flow is the only way to [[PlayingThePlayer uncover the true ending... among other things.]]

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* ''VideoGame/{{ICEY}}'': The narrator will not so subtly hint that your whole purpose in the game is to kill the "final" boss, and that you should ALWAYS follow the floating guide arrows, and NEVER stray from the path laid out before you. In actuality, disobeying the Narrator and breaking the game flow is the only way to [[PlayingThePlayer [[TheComputerIsALyingBastard uncover the true ending... among other things.]]

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* ''VideoGame/{{Undertale}}'' uses EXP, LV, saving, and loading as relevant plot points. Additionally, it brutally deconstructs the idea of OneHundredPercentCompletion with it's Genocide Route: [[spoiler: Not only does completing a genocide run irrevocably taint any subsequent playthroughs,]] the game will frequently remind you that you are going out of your way to murder everyone you come across, just to see what will happen - or even worse, [[YouBastard just because you]] ''[[VillainProtagonist can.]]''

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* ''VideoGame/{{Undertale}}'' uses EXP, LV, deconstructs LevelGrinding, OneHundredPercentCompletion, and [[ViolenceIsTheOnlyOption RPG combat]]. Experience points, leveling up, saving, and loading as are all ''powers'' that your character possesses and highly relevant to the plot points. Additionally, it brutally deconstructs rather than just being gameplay mechanics. Most of the idea of OneHundredPercentCompletion with it's monsters you fight are [[IneffectualSympatheticVillain harmless buffoons and normal people fighting for misguided reasons]], and the Genocide Route: [[spoiler: Not Route where [[VideoGameCrueltyPotential you kill them all anyways]] will not only does completing a genocide run irrevocably [[spoiler:irrevocably taint any subsequent playthroughs,]] the game will frequently remind but earn you frequent [[WhatTheHellPlayer nasty reminders]] that you are going out of your way to murder everyone you come across, just to see what will happen - or even worse, [[YouBastard just because you]] ''[[VillainProtagonist can.]]''


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** Contrastly, the sequel ''VideoGame/{{Deltarune}}'' deconstructs ButThouMust, [[DialogueTree Dialogue Trees]], and StrictlyFormula [=RPGs=], showing how suffocating and bleak it would be to live in a world where choices are superfluous at most and [[AnthropicPrinciple nothing changes until a random person fulfills specific conditions]]. You are told straight-up that none of your choices matter and many of said choices get rescinded immediately after they were offered, starting with [[CharacterSelectForcing your customized character being thrown out to force you to play as Kris]]. After awhile the {{Railroading}} gets so pushy that it almost feels abusive, like the game creepily insisting that [[BlatantLies you accept everything that happens]] or characters [[RealisticDictionIsUnrealistic rudely interrupting you while you're trying to pick dialogue options]].

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