Lies and Seductions

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Description

Lies and Seductions is a freeware 3rd-person adventure game set aboard a cruise ship, where the player controls Abby, tasked with seducing a Christian rockstar within four days. The gameplay involves navigating the ship, eavesdropping on conversations, and interacting with characters using a menu-based system. Abby must exploit the weaknesses of the rockstar’s friends, Emma and Ed, to achieve her goal, with various paths leading to three different endings. The game features adult themes, mini-games like Texas Hold’em poker and a DDR-like dancing game, and comic book-style story sequences.

Lies and Seductions: A Provocative Experiment in Social Gameplay

Introduction

In an era dominated by blockbuster franchises and high-octane action, Lies and Seductions (2009) dared to explore the treacherous waters of human manipulation and desire. Developed by a small team led by Petri Lankoski, this freeware adventure game reimagines Les Liaisons dangereuses—a tale of deceit and moral decay—as an interactive experience set aboard a luxury cruise ship. With its focus on social dynamics, ethical ambiguity, and character-driven storytelling, Lies and Seductions challenges players to weaponize charm and deception. This review argues that while mechanically flawed, the game remains a bold, academically significant experiment in narrative design and emergent social gameplay.


Development History & Context

A Vision Born from Academia

Petri Lankoski, a professor of media technology, spearheaded Lies and Seductions as a design experiment to test how “social relations, seduction, and tragedy” could function as core gameplay mechanics. Developed alongside collaborators from the University of Art and Design Helsinki and Helsinki University of Technology, the project blended academic research with indie pragmatism. Lankoski’s prior work on Gameplay Design Patterns—a framework for analyzing game systems—directly informed the game’s structure, particularly its NPC behavior and dialogue systems.

Technological Ambition Under Constraints

Built using Unity—a then-nascent engine—the game pushed the boundaries of 3D indie development in 2009. The team crafted a custom dialogue editor to simulate NPC reactions, tying conversational choices to an “impression system” where characters remember and gossip about the player’s actions. Despite technical limitations (e.g., rudimentary animations and a clunky UI), the game’s modular design allowed for branching narratives and three distinct endings.

A Crowded Marketplace of Ideas

Released during the rise of indie darlings like Braid and World of Goo, Lies and Seductions stood out for its mature themes and literary aspirations. However, its lack of polish and niche subject matter relegated it to obscurity, overshadowed by more accessible titles.


Narrative & Thematic Deep Dive

A Modern Retelling of Dangerous Liaisons

Players assume the role of Abby, a sharp-tongued protagonist who wagers to seduce Chris, a Christian rockstar sworn to celibacy. The four-day cruise setting mirrors the cloistered aristocratic circles of the source material, compressing the drama into a microcosm of jealousy and betrayal. Secondary characters—like Chris’s bandmate Ed and the wealthy Lord James—serve as pawns or obstacles, their vulnerabilities exploitable through gossip and flattery.

Morality as a Game Mechanic

The game’s central thesis is that trust is currency. Every interaction—whether buying drinks, eavesdropping, or dancing at the ship’s club—shapes how NPCs perceive Abby. Chris might recoil at her “slutty” reputation, while others find it alluring. This dynamic creates emergent storytelling: a failed seduction of Lord James could inadvertently aid Abby’s pursuit of Chris.

Themes of Power and Performative Identity

Abby’s dialogue options range from sincere to manipulative, reflecting Laclos’ exploration of social masks. The three endings—triumph, humiliation, or tragedy—punctuate the consequences of player choices, though the writing occasionally veers into melodrama.


Gameplay Mechanics & Systems

The Social Engine

The impression system is the game’s backbone. NPCs track traits like “Trustworthy” or “Manipulative,” altering their behavior and dialogue. For example, Chris’s friend Emma might share secrets if Abby cultivates a “Confidant” impression. However, the system lacks nuance; outcomes often feel binary, reducing relationships to stat checks.

Mini-Games: Flawed Diversions

  • Texas Hold ’em Poker: A functional but shallow way to earn cash for bribes.
  • DDR-Style Dancing: Impacts Abby’s “Charisma” stat but feels disconnected from the narrative.
    These mini-games add variety but disrupt immersion, highlighting the team’s struggle to marry mechanics with theme.

UI and Pacing Issues

The clunky menu-driven conversations and slow movement across the ship test patience. A lack of autosave exacerbates frustration, as failed seductions require replaying lengthy segments.


World-Building, Art & Sound

Aesthetic Ambition on a Budget

The cel-shaded visuals evoke a comic-book aesthetic, with cutscenes rendered as kinetic panel sequences. While character models are crude by modern standards, the design smartly uses color—Chris’s pristine white outfit contrasts with Abby’s bold red dress—to underscore their ideological clash.

Sound Design: A Mixed Voyage

The soundtrack blends licensed tracks (e.g., ambient lounge music) with original compositions, creating a veneer of luxury. However, repetitive loops and stilted voice acting (where present) undermine the atmosphere.

The Cruise Ship as Narrative Device

The confined setting amplifies tension, forcing Abby into repeated encounters with her targets. Locations like the smoky poker room and sunlit deck serve as stages for manipulation, though environmental interactivity is minimal.


Reception & Legacy

Critical Silence and Niche Appeal

The game garnered little mainstream attention, with a single 3.3/5 user rating on MobyGames reflecting its limited reach. However, it earned Special Recognition at the 2008 Unity Awards for its innovative dialogue system, and academic circles lauded its design experimentation.

Influence on Indie Storytelling

Lies and Seductions foreshadowed the rise of narrative-driven games like Emily is Away and Dream Daddy, proving that social mechanics could carry a game. Its “impression system” indirectly inspired later titles featuring reactive NPCs, such as Red Dead Redemption 2’s honor system.

A Cult Artifact

Today, the game persists as a free download on itch.io, cherished by a small cohort of designers and scholars. Its janky execution belies its visionary core.


Conclusion

Lies and Seductions is a fascinating failure—a game more admirable for its ambition than its execution. While hampered by technical limitations and uneven design, it remains a vital artifact of indie experimentation, proving that gameplay can interrogate human nature as deftly as literature. For historians and designers, it’s a must-study; for casual players, a curiosity best appreciated through an academic lens. In the pantheon of games about lies, few have dared to make deceit so playable.

Final Verdict: A flawed but visionary experiment in social gameplay, deserving of its cult status.

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