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The Devil's Plan You (Should) Know

Updated: Jun 23

The Devil You (Should) Know

Korean competition shows on Netflix are often subtler, sharper, and far more psychologically brutal than their Western counterparts. The Devil’s Plan doesn’t just confirm that, it weaponizes it. This show doesn’t nibble at the edges of your brain like most reality TV. It sinks its teeth into your prefrontal cortex and whispers, “This isn’t the game you think it is.”


What is The Devil's Plan?

Here's how I would describe this show: Imagine Big Brother and The Price is Right had a genius child — one who read The Art of War and The Prince for pleasure, solved Sudoku to relax, and watched murder mysteries not for the killer reveal, but to study the alibis. That’s the vibe. Fourteen contestants, locked in a sleek split-level fishbowl — half luxury, half deprivation — face off in daily challenges that are equal parts puzzle, persuasion, and pure manipulation. The prize grows larger with each player eliminated. But so does the cost of trust.


On paper, it’s a game show. In reality, it’s a slow-burn social experiment, a study in how quickly kindness calcifies under pressure. The players who treat each game as a standalone puzzle tend to vanish quickly. The ones who understand that the puzzle is the people? They survive. Sometimes thrive. And occasionally, they ascend.


Just like in poker, it’s not about the cards. It’s about the table. And the table is rigged — not by the house, but by the players themselves.


The Illusion of Security

This is what makes The Devil’s Plan more than a clever reality show. It’s a beautifully engineered meta-game masquerading as an intellectual contest.


Each challenge tests memory, logic, spatial reasoning, sure. But that’s just the entry fee. The real test is whether you know what game you’re actually playing. The moment a contestant grows comfortable, confident in their role, secure in their place, they’re marked. The show punishes certainty. It rewards doubt weaponized as strategy.


Every puzzle solved is a distraction from the real game: managing perception, brokering trust, surviving betrayal, and occasionally orchestrating one. These players live in a constant feedback loop of alliance and attrition. And the producers? They’re the hidden hand, designing games that feed paranoia and reward narrative control.


The Real Game

The Devil’s Plan isn’t about being the smartest person in the room. It’s about being the one who knows what the room is.


The show’s core mechanic — dividing players into luxury and prison — creates just enough discomfort to generate tension, but not enough to fracture decorum. Still, that separation matters. It’s an asymmetrical design that seeds resentment and tribalism. And once that takes root, it grows into delusion. Players start identifying with their station, forgetting that everyone — rich and poor, respected or resented — is on the chopping block.


The sharpest players don’t fall for it. They never forget that only one person walks away with the win. And to get there, they need two currencies: puzzle pieces and reputation. Pieces give you power. But reputation decides whether anyone helps you use it.


The Stories We Tell

The strongest tool in The Devil’s Plan isn’t intellect, it’s storytelling.


The best players shape the narrative that shapes the game. They sell themselves as allies. As victims. As masterminds. As martyrs. They control the temperature of the room not with volume, but with subtle tilts of loyalty and fear. They know how to make betrayal look like strategy. They know how to fold poison into a peace offering.


Your reputation becomes your engine. It determines whether people feed your rise or engineer your fall. If you’re feared too soon, you’re ousted. If you’re trusted too late, you’ve already lost. The smartest players weaponize perception, not by lying, but by telling the truth at the right time, in the right way, to the right person. Or just enough of it.


Game Design Lessons I Didn’t Expect

As a game designer, I kept watching The Devil’s Plan for the puzzles, but I stayed for the systems.


The games themselves are well-crafted. Minimal randomness. Lots of decision-making. Most are elegantly tuned to force cooperation while seeding doubt. But it’s the layering that matters: every game is a mirror, not just of the players’ intelligence, but of their ability to think socially, politically, narratively. The decisions ripple far beyond the challenge at hand.


It’s reminded me to build games where decisions matter more than chance, and where the story players tell themselves about what’s happening is as important as the mechanics. I’ve always built games with layers — puzzles inside stories, stories hiding secrets — but The Devil’s Plan showed me how to make the pressure cooker itself part of the game.


The brilliance isn’t in the games. It’s in how the games make you reveal yourself.


The Devil Is in the Layers

The Devil’s Plan isn’t designed to be fair. It’s designed to be revealing. It strips away the polite armor people wear and shows what’s underneath when victory is personal, alliances are temporary, and the rules are just polite suggestions.


It’s not the smartest player who wins.


It’s the one who realizes they’re not playing the game they were told — they’re playing The Devil’s Plan.


If you enjoy psychological play by smart people in intense situations, you'll love The Devil's Plan as much as I do.


UPDATE — Post Show Observations

Now that I've finished watching the entire second season, I have a few further comments about the show.


One thing they never overcame was the huge gulf between the haves and the havenots. In the end, the final two players were the haves, the ones with the most coins in their possession.


This is really a mirror of life. Those that possess greater resources have a greater chance of success. We all know this, and those of us who have lived our lives with need resent those who do not, at least to some degree.


But this is a game environment, one designed to artificially stress social and emotional connections...but they seemed to have avoided giving the people stuck at the bottom any chance to join those at the top.


There were hidden puzzles, yes, so one person from the bottom could, by risking their position in the game, could win enough coins to lift them into the higher ranks.


But what the games really needed were paths for those in the bottom to raid or steal or win the coins from those in the upper ranks. It would have broken up the tribalism that resulted from a stagnant system and created more of an individualism. The result would have changed the games, which largely ended up being extremely clannish and predictably boring.


Imagine what fun it would be to watch a prison break to the living area, where the prisoners had a chance to steal coins that the apartment dwellers had to leave out in a game-locked box. Sure, they'd be caught, unless they can solve all the puzzles and win themselves a place in the living spaces.


Imagine the apartment dwellers having the ability to bet or risk their coins against one another for further reward, pushing them to risk joining the prisoner suddenly in the middle of the night.


It's certainly easy to think up new ideas post-viewing, but it feels like the production crew worked too hard on coming up with novel games, and not enough on improving the meta game itself.

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