I’ve been thinking about games where the mechanics are incredibly fun to engage with, but the narrative seems to punish you for engaging with them in the way the game encourages you to.
Dishonored
Part of the fun is experimenting with your powers and finding creative ways to deal with enemies. You can stop time, set up elaborate traps, and pull off some genuinely hilarious kills. The problem is that killing people contributes to the plague and makes the world worse off. The game essentially punishes you for engaging with one of its most entertaining systems, with the best outcome encouraging you to play nonlethally instead.
Metal Gear Solid V: The Phantom Pain
You have an arsenal of guns, gadgets, and tools at your disposal, and the game gives you plenty of freedom in how you approach missions. But if you give in to your more violent impulses, you eventually develop a literal demon horn, with your appearance reflecting your descent into brutality. The mechanical consequences aren’t particularly severe, but the narrative and visual symbolism make it clear that you’ve become a monster. It’s an interesting idea, though it does make you feel as if the game is judging you for using the tools it gave you.
Disco Elysium
Harry is a complete mess of a man, and part of the game’s appeal is figuring out how to navigate the world through skill checks. But what can help you pass those checks? Drugs and alcohol. They can boost your attributes and help you succeed in situations where you might otherwise fail.
The problem is that Harry’s journey is also about confronting his self-destructive behavior and potentially becoming a better person. Choosing sobriety is part of that redemption, but it also means giving up a useful mechanical advantage. You’re effectively being asked to choose between optimizing your character and committing to his recovery. There’s also something particularly tragic about the possibility that, even if Harry gets better, his history of addiction means he could relapse in the future.
The Last of Us Part II
The game’s exploration of the cycle of violence, revenge, and the possibility of choosing to be better is compelling. My problem is that the combat system is so lovingly crafted that it can make the violence itself incredibly satisfying.
Every blow has weight. Enemies react to being shot, stabbed, or beaten in ways that make the encounters feel visceral. The animations, sound design, and general responsiveness make combat genuinely engaging. You’re encouraged to master a system that makes violence feel good, only for the narrative to ask you to reflect on the cruelty of what you’ve been doing.
I understand that this contradiction is arguably intentional. The game wants you to experience the brutality firsthand rather than merely hear characters condemn it. But there’s still a tension between what the gameplay rewards you for doing and what the story wants you to feel about doing it.
I have a lot more in the tank for examples but I decided to leave it to you guys to share what games punish players for playing the fun way.