You would think the one similarity all games share is they want players to, well, play them.
Kill the bad guys, find all the things, and save the world/galaxy/universe/imposter-ridden-spaceship are just a few of the goals we must face, spending hours each year for the sake of achievements, kill-death ratios, and our own entertainment.
Modern developers are constantly inventing incentives to keep gamers engaged with their titles, whether that be through a captivating story, innovative gameplay, or filling the map with 900 golden seeds from hide-and-seek turnips.
Yet some brave developers dare to flip very nature of gaming on its head. What if the game doesn't want you to play it? What if the only way to "beat" these games is not to play them at all? What if a game wants you to delete it?
Such an idea would make many an AAA game company reel its head in horror. Players being encouraged not to play our polished masterpieces? Our coffers doth protest! But for those courageous few who dare to dream, flipping the script on game development can lead to delightful plot developments and compelling game design choices.
Sometimes, if you love something, you have to let it go... so you can get all the achievements or "win".