[LIE]

hey haha, whoah i was up late thinking about games this morn’ while sipping on a monster ™ brand energy drink and I was remembering That Scene in a videogame I was playing lately where a dialogue option is presented as [Lie]

was trying to think of more games where you can lie to people, or where the player is intentionally lied to. on that last one i don’t mean as part of the story but rather NPC’s that will deliberately misinform the player out of unfriendliness, romance options that will lead you on, etc.

anyway, goodnight.

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i guess you could say, in a way, the NPC’s in Castlevania II do this in the english version by presenting the player with outright mistruth.

someone i know mentioned alpha protocol, there’s gotta be more!

Planescape: Torment makes a big deal out of whether you’re lying or telling the truth because belief shapes reality in that setting–what you believe is as important as what you say, and if you tell enough people the same lie, it becomes true through the collective force of their belief. Most instances of others lying to the player are lies of omission, though. Nearly every important character knows more about what’s going on than they will admit at first, so they elide certain important facts from conversation. They generally don’t need to lie to you because they know you don’t have the full picture.

Also, of course: investigation games like Phoenix Wright and other mysteries are all about finding the lies you’re presented with, although again the consequences of those tend to be immediately obvious. I enjoyed how Why Am I Dead At Sea, which casts you as a ghost that wakes up on a ship so you can solve your own murder. Your supernatural ability to detect auras means you can often tell when people are presenting a false front, but not why, which means this insight may be less useful than you’d think.

But yeah, just instances of NPCs misleading the player are surprisingly difficult to identify.

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L. A. Noire_ is all about people lying to you

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if you can think of any instances where the player can lie to people that’d be great too

The Danganronpa series is basically a Phoenix Wright clone of sorts where you have to expose lies and contradictions by presenting evidence gathered during investigations. However, in the third game, Danganronpa V3, you get the ability to lie. That is to say, you can present a given piece of evidence as its contrary. This is usually required at least once per trial, to prevent an early conclusion that you suspect is wrong although you cannot prove it. The penalty for presenting an irrelevant lie is higher than presenting irrelevant evidence, though. The mechanic is further used in that there are a number of optional spots where you can lie during trials, that open alternate routes.

Another one I can think of is Spider and Web, a interactive fiction where you are a man being detained and interrogated. You’re basically playing the flashback of how you got captured as retold during the interrogation, but that’s the catch: you’re not here to retell facts, you’re the unreliable narrator trying to get away with whatever you did.

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Ice Pick Lodge’s Pathologic is full of examples of NPCs lying to you, deceiving you, and generally being pricks. Furthermore, since there’s three different characters with entirely different routes through the game, you quite often can’t understand a character’s motivations about, say, leading you into an ambush unless you’ve played all three routes. Very appropriate, given how incredibly Russian the game is.

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If you 100% Banjo Kazooie, an NPC tells you about some secret items you can collect in order to unlock secrets in the sequel using a feature called “Stop 'N Swap”. The idea was, you collect those secret items, then while the N64 console is still running you swap cartridges. It turned out the hardware didn’t allow this, so Rare never implemented it in Banjo Tooie, rendering the original game’s NPC a liar. People were really hyped up about Stop N Swap, and went kind of mad when they couldn’t figure out how to unlock it in the sequel.

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No matter how well you do Total Carnage ends with a screen explaining that you didn’t earn enough points to reach the Pleasure Dome. It’s comes right after a final treasure room filled with statues of the Smash TV bosses which help to drive the suspicion that there’s still more to see.

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Oh hey look this popped up for some reason and I thought of one.

Sans in Undertale…misleads the player quite often. My favorite example is

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Note: Papyrus’ special attack has nothing to do with you not moving, and in fact you can tell Sans is lying because the two blues are different in the text. It’s such a strong setup for the best punchline in the game.

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He’s not lying though, that’s the best part. Both of those statements are true even within the context of Papyrus’ fight. You indeed won’t be hurt if you don’t move during Papyrus’ light blue attack, and Papyrus does have a very special dark blue attack (that’s a consequence of the light blue one, even). It’s just that it’s not about getting hurt or not. Part of the greatness of the punchline is that it’s very much about the player inferring the wrong thing from all the right clues.

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Image result for attack while the tail is up

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