"The Lives Of Others" affords players with few simple actions - walk, attack and heal - but one of them hides a mechanic which can change how players interact with the world.
If discovered, this hidden mechanic changes the meaning of the game challenging the hero power-fantasy in which the player is rewarded for their deeds with gratitude and praise only: are unfriendly, antagonising or impatient people also worth saving?
The playtime is brief by design to respect player's time and to afford a meaningful experience before they quit.