It's actually a bit surprising to me that we haven't seen contemporary meta brainfuck indie games do more than they have with 1990s point and click adventure games' penchant for developer-intended softlocks. That feels like something you could very easily spin as Saying Something.
Honestly, having grown up with this bullshit is probably a big part of the reason I'm fascinated with player-hostile game design. Giving a puzzle three different solutions with fully voiced and animated reactions to each, except two of those solutions render the game unwinnable in ways that won't become apparent until hours later is a level of "fuck you" that most modern games with pretensions of player-hostility can only dream of!
I wonder how much of that was done due to a need (or desire) to increase the game's longevity by making it take more time to be completed (player might need to replay large swathes of it to get to an actual ending) and/or drive sales of strategy guides/hint hotlines; and how much was just a spirit of trolling that seems to pervade the Choose Your Own Adventure genre of fiction as well










