I know it’s probably a bit trite to talk about the Souls series in a thread about unwelcoming game worlds, but I think Fromsoft manages to do a lot of clever stuff that invokes the “icebergvania” feel without actually burying an entire iceberg. The biggest example is probably the broken archstone in DeS, where you have a whole world that you’re told exists but never actually allowed to visit. There’s also the pendant in DS, an item that is mysterious because it doesn’t do anything.
Other stuff like the Great Hollow / Ash Lake in DS, Untended Graves in DS3, and the Old Workshop in BB are all fairly small and/or mostly reused assets, but the way that they’re hidden in such inconspicuous and unassuming locations means that if/when a player does find them (or hears about them from someone who did), it feels like a a real revelation and suddenly all kind of secrets could be buried anywhere.
There usually aren’t really though! They’re mostly just one-off examples in their games! Once you let a player break their expectations once, it’s easy to get them to feel like the game is always hiding something from them. I think this is really cool!
I know I’m not the first person to talk about this. Is there already some kind of phrase for this kind of unintuitive game design? Like, hiding secrets where almost no one would bother to look but also creating these anti-secrets that seem like they must be hiding something, and how this kind of weird off-balance (ie unwelcoming) design creates a false sense of hidden depth?