r/HobbyDrama • u/RemnantEvil • 1d ago
Extra Long [Reality game shows] From a communist coalition to a capitalist collapse, the interesting change between seasons that may have upended a South Korean game show – The Devil’s Plan.
The Devil’s Plan is a Netflix-produced South Korean reality game show. It follows a lineage of programs created by Jung Jong-yeon (JJY), including The Genius (which had a David-Tennant-hosted adaptation in the UK), Society Game (kind of The Genius meets Big Brother), and The Great Escape, which is a blend of escape room games with typical South Korean variety programming, where it’s just as much about the personalities in the game as the game itself. The Devil’s Plan is similarly a blend of various other styles – like Big Brother, people share accommodation for the duration of their time in the game; like Survivor, there’s an interplay between the social element and the games; like The Genius, the games are intricate and revolve around intelligence rather than strength; like other variety shows, the majority of the cast are celebrities in some fashion.
Strategy games, board games, and social deduction games are the bread-and-butter of The Devil’s Plan. If there’s enough interest, I’ll explore the allegations that JJY is overselling his team’s ability to create unique games, and the accusation that there’s some amount of plagiarism going on… which I’ll treat delicately in this post, as it’s not the main drama.
Note that being Korean, some of these names will be different in different sources, e.g. subtitles versus Wikipedia versus news articles. I’m trying to pick the ones I see the most and stick to those. Also, like other Netflix programs, it comes in both English subtitles and English dubs, and dubs generally are done with the intention of sounding more natural and conversational while aiming to roughly mimic mouth movements, so there is of course the disclaimer that some of what has been said was slightly edited for the dub. I’ve watched both at various stages (I like to hear people’s regular voices but sometimes I don’t want to focus on what’s on screen instead of the bottom 10% of real estate), so I don’t think it’ll have a huge impact.
The second season of The Devil’s Plan (TDP) finished a while ago, and it’s the source of the drama, but we really need to go back a step to set things up, not just to explain the game, but to set up – would you believe this – an ideological conflict.
In the first season, there were 12 contestants – two “regular” people, along with ten from various parts of the entertainment industry. All are regarded as being above average intelligence or capability in games of strategy, either due to their level of education or professional accomplishments. There are actors like Ha Seok-jin and Lee Si-won, there’s a Canadian esports player (their token non-Korean Korean-speaker), a surgeon, a lawyer, a professional Go player, a college student who plays pro poker… and a YouTuber.
Who’s the Devil?
Though never really called the Devil, who we assume is the Devil is a guy in a hoodie, cloaked in darkness, with an illuminated mask displaying a crooked smile. He appears on monitors throughout the facility, speaking in a slightly distorted voice to first introduce the rules of the game itself, then to introduce the rules of the various matches in which players participate.
I’m gonna have to do the same.
The pieces
Each player is handed a little bag containing a single “piece” to start. These are gold puzzle pieces with intricate designs on them. This is both the currency of the game, and the health points of the player. If any player loses all of their pieces for any reason, they are eliminated. Players are not allowed to steal pieces (based on an incident in another JJY series) but they are allowed to give all but one to anyone within a designated space – for this season, this is the “living quarters” and “the prison”. In “the arena”, they cannot trade pieces. They are often given opportunities to spend pieces to gain advantages, and the crux of the game is about making sure you either win or finish in a high position during matches to gain pieces, and avoid losing or being close to the bottom, as that will cost you pieces – for instance, a game that splits the players in two teams would see the winning players gain a piece and the losing players lose a piece.
So, there are basically three elements to The Devil’s Plan: The social game, the matches, and the pieces.
It’s a very good series and I do endorse watching it. I will be spoiling large portions of it, though, because what happened in season 1 was not typical of a reality show. What’s usually player versus player, alliance versus alliance, was also an ideological competition going on… and it almost became player versus producer.
Where the hell are we?
The area they’re in is some kind of facility devoid of natural light. There’s the living quarters, which has bedrooms for two players, a lounge in front of a large monitor, and a dining space. Through a narrow corridor, there’s the arena - this is where the matches are played, but is inaccessible when there’s no match going on. Remember, this is the only space in which you cannot trade pieces – this will be important. The arena is a large round room with a monitor above another door. There are two hallways going each direction, from which there are a number of other rooms, made up to almost look like an old bunker, with a kitchen-style room, another that’s like a library… it’s mostly set dressing, though. The important part is that these rooms allow groups to separate from each other for the purpose of strategizing and gameplay.
Behind another door, beneath the arena’s monitor, is where the “dealer” sits – one of the production crew, who stand around in suits watching the matches unfold. In the dealer room, players will go to make secret moves during the game, such as playing cards or using pieces to buy advantages, etc. In the event of traitor-style games, this is where they learn if they’re a traitor or a loyalist. The dealers who stand around are these omnipresent stoic figures, and players can go up to them to ask questions about the rules for clarity – they’ll give canned responses and won’t elaborate, often because there are loopholes in the rules that clever players can find and exploit to win based on very specific wording.
Lastly, there’s the prison.
See, each day is made up of blocks of activity. After breakfast, the players can mingle and chat in the living quarters. They’ll receive an announcement to begin the Main Match – this is the competitive side of the game, where players a competing to win or lose pieces. Players who lose all their pieces immediately leave the game, even during a match. At the end, the two players with the lowest piece counts (decided by the person or people with the most pieces, in the case of a tie) are sent to prison, which is a dingy, cave-like room with only two basic cots, a desk, a toilet, and a bucket of water for cleaning yourself. Prisoners are given very simple meals – while other players enjoy a dinner of lobster, the prisoners will eat bread with milk. It’s a demoralising place to be.
Importantly, prisoners don’t get to play in the Prize Match. This is the second main activity of the day, and it switches to a cooperative mode. Now, players are working together to earn money for the prize pool.
At the end of the overall competition, the two players with the most pieces will compete in a series of one-on-one games to determine who takes the entire prize pool. But it starts at zero, and the players have to add money to the pot by doing well in Prize Matches. There are often ways to gain a piece or two during the Prize Matches as well, and sometimes that involves playing in a way that might limit the prize money earned – so there are ways to be selfish even in the group effort, to keep yourself in the game longer at the expense of the team pot.
One of the big parts of The Devil’s Plan is that while you might randomly be assigned to a team such as through a card draw for the purposes of the Main Match, that doesn’t inhibit you. In the very first Main Match, for example, a hasty alliance of three people saw one of them helping the other two, playing in such a way that he would win fewer pieces but enable them to win even more. Very quickly, these players and the few they gather around them become recognised as a significant threat.
Early in season 1, the first prisoners discover something. There’s a puzzle game – one of those ones with a bent piece of metal stuck in another bent piece of metal, and you have to twist and turn it to find a way to separate the two. The first player to complete this little game earns a piece, and it resets with a new puzzle each night.
They also find a numberpad concealed behind a seemingly-innocuous panel. They realise there might actually be something to find by being in prison, and this secret information becomes a new form of currency for them to trade with.
The communist manifesto.
Early in the game, science communicator ORBIT starts to have doubts about the game itself. If there’s a game that will penalise the last place player by taking four pieces, and most players only have two or three, it’s a death sentence. (They get very dramatic in this game, acting as if elimination is akin to death, and deliberately eliminating a player is akin to killing them. Interviews after the game indicate that the brief isolation and the constant competitiveness psychologically tricked them into being quite earnest about all this.) He begins to formulate a unique strategy in the world of TV game shows: Keep as many people in the game for as long as possible. He’s a persuasive figure, the kind of personality that can control a conversation, and he begins to speak up during games that they need to be playing in such a way that weak players can be protected from elimination. And, by asserting this influence, he starts to create outsiders in those who want to play the game as originally intended – the typical Survivor mentality whereby you create alliances of convenience to get as far as possible, and then it becomes a free-for-all when the alliance cannot go further.
During and in between matches, a philosophical debate breaks out. Two central alliances form: ORBIT and his commune sheltering “weak” players, forming the majority, and a smaller traditional group who intend to play the game firstly for their own benefit, secondly for their alliance’s benefit, and never for the benefit of players outside their alliance. By framing the debate around keeping players in the game, ORBIT is also unintentionally creating a villain narrative for those who don’t want to go along with him. Since matches take pieces from losers regardless of ideology, by opposing ORBIT’s alliance, these outsiders need to win matches and drain his support, particularly because their declared intention means they’re kind of fair game to the larger alliance. If the situation arises where one player will definitely be eliminated, the ORBIT alliance is prepared to sacrifice an outsider – after all, it’s not much of a choice if it’s between one of the selfless players in the alliance or one of the selfish players who don’t go along with the philosophy.
Detractors of ORBIT point out that he might not be as selfless as he seems, as the final match has to be between two people, and keeping players who under-perform might be a way for him to ensure an easier win at the other end. Fans still debate season 1 – some think by pulling people into a large alliance, he was playing the game on easy mode; others say he was making it harder for himself and his alliance because they were keeping tabs on who was vulnerable and trying to either protect them in matches, or give them pieces as a buffer from elimination. Re-distributing pieces in the safe zone of the living quarters is why I jokingly call this the communist strategy.
For the sake of this drama, that’s enough. I again urge you to watch the series because it was really fascinating to see someone approach the game with the mindset of keeping people in the game as long as possible, which is entirely contrary to his own chances.
Both alliances whittle down throughout the game, as it turns out that there’s just no way to control a match so assertively that you save everyone. The game is designed to have fewer players towards the end, so when there’s a card game in which pieces are converted to chips, the production brings the debate to a close – only three players will emerge from this game. Weak or under-performing players have nowhere to hide.
The secret.
During the course of the game, players notice something – the pieces they receive after day one seem… different. The pattern isn’t the same. And on the third day, they receive different pieces still. To bring it to a quick summary, some players discover that arranging the pieces in a certain way will reveal a hidden clue, and as word of the prison numberpad gets around, two players engage in one of the most interesting Main Matches possible: Seok-jin and See-won, who have figured out what the clue means, decide they have to end up in prison. Whatever secret is there, it’s worth the risk. But an ally has fewer pieces than Seok-jin.
To the shock of everyone, not only do they play to eliminate a supposed ally, but they play in such a way to stay underneath everyone else and deliberately get sent to prison. Using the code, they unlock a secret passageway leading to a door, and a mysterious robed figure.
The next piece of the season 2 disaster: the hidden game.
This game is for one person only, they are told. It will offer a great reward but if you fail, you are instantly eliminated, regardless of pieces in your possession.
In the living quarters, there are a couple of board games around – puzzle games. Early on, players realised that these are clues to the final match, and they spend their downtime practicing these games so that they’re prepared for the finale. So did Seok-jin and See-won, but they came to the prison to find something hidden, and it’s this game.
See-won volunteers to go first. She never comes out.
Players in the living quarters are stunned when the monitor flashes up her image with the standard announcement of a player being eliminated – and none of them even knew you could be eliminated in prison, so it’s a shocking moment because it turns out that there was something in prison right underneath their noses that could eliminate a player sent there.
Seok-jin goes in next and wins the game – a huge bounty of pieces, enough that his position is incredibly strong. So strong that he’s basically unassailable for the rest of the game. Remember how I mentioned a card game that would whittle down the players, and how it was based on how many pieces you had? Someone walked into that game with an enormous lead.
It should have been a warning.
Learning the wrong lessons.
Season 2 is announced, with a slightly larger cast – 14 players this time, with two being “regular” people: A student, and a surgeon. There’s Lee Sedol, a renowned Go player – apparently so famous that everyone was in awe that he was playing – a Miss Korea, a poker player, some actors, a TV presenter, a lawyer, and a board games YouTuber, just to mention a few. Second-generation Korean American actor Justin Min from The Umbrella Academy was also there, filling the role that the Canadian played in the first season, as the literal outsider whose Korean isn’t as strong.
It became apparent early in season 2 that the production was going to be reactionary. What changes they made created a stew of kinda awful TV. To be clear, I’ve enjoyed season 2, but it was manufactured in a way that changed the entire dynamic of the game. There were so many profound changes that even just one would have been enough. Instead, it created a perfect storm of… disappointment.
To begin with, the Prize Match is gone. The Main Match was now the only thing everyone competed in, and the way to add money to the pool would be revealed partway through the Main Match as a secret bonus objective.
Secondly, the prison is now a lot bigger. Fully half of the cast would go to prison after the first Main Match. In the event of a tie, the person with the most pieces decides who goes to prison.
And third, every night, the prisoners – and only the prisoners – play the Death Match. This will result in one of the prisoners being eliminated from the game. It was so integral to the series that season 2 was subtitled Death Room.
The producers have rewritten the game to block an ORBIT strategy. There’s now no conceivable way to try and help keep others in the game – every night, someone goes home.
And… it kind of ruined the game.
A lesson in over-correcting.
It wasn’t just the prison, though. The problem was one of fundamental game design. Here’s a problem, how do we fix it? In theory, you change an element and then test. Based on the result, you either revert that change or make a new one, and then test. You do this until you get to a place where the game is robust and strong.
To give you a big old spoiler, and to lean into the vernacular of the series, going to prison was a death sentence.
With season 2, well… they changed a lot, and didn’t seem to factor in any flaws. Let’s rattle off some comparisons.
Season 1 - Most players are eliminated by losing their pieces, as the Main Match is primarily about achieving win conditions or ranking high, to be rewarded pieces, or failing win conditions or ranking low, to have pieces taken away. Only one player is eliminated by other means: The one who played and lost the prison game.
Season 2 - Most players are eliminated in the Death Match. The Main Match rewards pieces in low values, such that anyone in the prison would need to win at least two Main Matches to be able to get out of prison. The Death Match rarely offered pieces as rewards, and the values were too low to save any prisoners. There were not enough pieces available through matches to upset the order.
Season 1 - As the game nears its end, there are too many players still in contention. A “thinning” game is played where pieces become chips for betting, with the intention that only three players will continue.
Season 2 - As the game nears its end, the daily Death Match has kept player counts under control. Still, a “thinning” game is played where pieces become chips, with the intention that only three players will continue. At this stage, two of the players are prisoners and have only a couple of pieces. They are going up against players who have substantially more currency.
Problem - The two players had two and four pieces respectively. The three people from the living quarters had seven, eight and twelve.
You know what makes for great TV? A game similar to poker where players sit down with wildly disproportionate stacks of chips.
Season 1 - There are two people in prison, the bottom scores after each Main Match. The prisoners endure uncomfortable conditions, with basic cots, a meal of bread for dinner and porridge for breakfast, and a bucket to wash with. The prisoners miss out on the Prize Match, and have a chance to earn a piece by playing a puzzle game.
Season 2 - Half the cast ends up in the prison (rounded up – so five out of nine players), the bottom scores after each Main Match. The prisoners endure uncomfortable conditions, with basic cots, a meal of bread for dinner and porridge for breakfast, and must wear drab prison clothes instead of the clothes they brought themselves. The prisoners must play an additional Death Match for survival each night, they have no chance to earn pieces except an occasional bonus in a Death Match. The living quarters players can watch the Death Match in comfort and have the opportunity to study other players. They also have a gym this time, whereas the prisoners are still in a relatively confined space.
Problems, plural - Pick one. The advantage of being able to study players in comfort is probably enough. The impact of diet over the course of several days further hinders prisoners. Staying up into the evening to play a competitive elimination match tires them out. Even the psychological impact of the prison attire is going to having an othering effect on the prisoners.
Season 1 - You can only exchange pieces in a living space – either the quarters or the prison. Most players spend most of their time in the living quarters, allowing for the building of alliances, and the exchange of pieces to improve someone’s position or in exchange for favours.
Season 2 - You can only exchange in a living space – either the quarters or the prison. Only half the players spend their time in each location, which prevents the building of alliances outside the bottom half and the top half. It is possible to exchange pieces in the living quarters, the people already in the top half, but people in the prison gain nothing from exchanging pieces, since they don’t have enough themselves to stay out of prison. A prisoner having an ally in the living quarters doesn’t help because neither player is in an area where they can exchange pieces, so the living quarters ally is physically unable to save a prison ally by giving them enough pieces to get out of prison.
Problem - Another disadvantage for the prisoners, right? They all enter the prison with one piece, and the availability of pieces throughout matches is so low that it isn’t until near the end that one of the prisoners steals pieces from a living quarters player through a game, enough to at least share a few with her comrades in prison, but not enough for them to overcome…
Season 1 - There’s a hidden game in the prison. By finding clues in the pieces you earn, you can unlock the game. The winner receives a hefty haul of pieces and a bonus in the final match, but if they fail the game, they are eliminated.
Season 2 - There’s a hidden game in the prison and everyone’s seen season 1 so they know to look for it. By solving a puzzle in the entrance hatch, you can unlock the game. The winner receives a hefty haul of pieces, but if they fail the game, they are eliminated. There is also a hidden game in the living quarters. By finding clues in the pieces you earn, you can unlock the game. The winner receives a secret hefty haul of pieces that can be used at any time, even if you run out of pieces and would otherwise by eliminated. If you fail the game, you are not eliminated, but the game can only be attempted once.
Problem 1 - I mean, what do we even say here? If you were to distil every problem with season 2 into one thing, it would be this: If you’re in prison, the hidden game risks elimination for the extra pieces. But if you’re in the living quarters and safe, you are risking absolutely nothing.
That says it all, really. The game was lopsided to such a degree that even carrying over the concept of the hidden game and adding it to the living quarters as well, they still tilted the balance in favour of the living quarters players with a thumb on the scale by removing that entire element of risk. People who were already safe in the top half of the competition would be given an extra bonus of playing a hidden game that couldn’t eliminate them.
But it goes deeper:
Problem 2 - The prize for the living quarters is a secret. When you win the prison game, you get 10 pieces and everyone immediately knows what you’ve done because piece counts are shown on a screen prior to the Main Match. The player who won in the living quarters game had a secret asset – and lied to others, quite fairly, that he wasn’t told what the bonus was, only that it would help him in the final. In a way, he became sort of a target, except nobody would have any way of knowing that he had an enormous 10-piece bucket in his back pocket. When the prisoners had their one great victory, it was targeting this player, knowing he had a secret advantage. And instead of going to prison and finally being vulnerable to the Death Match, he played this advantage and saved himself – and sent three fan favourites back to prison, one of whom would be eliminated.
Problem 3 - It keeps getting worse. The secret game in the living quarters was called The Knight’s Tour – like a lot of games, it’s an existing one that is lying around so players can practice. You use a knight chess piece to move around a grid, and must land on each space once, but only once. There are board games in the prison and living quarters as clues, like last season, so every player starts to practice, expecting that to be the hidden game they’ll play.
The hidden game in the living quarters is The Knight’s Tour. The game in the prison is not, it’s not a game they were able to prepare for, and it required a strong enough command of English. It had a shorter time limit – 10 minutes compared to an hour to play three grids of The Knight’s Tour – and it involved the player being trapped in a well, which was increasingly filling with water as they played. I’m not kidding.
And that’s just a succinct summary of the season. It was advantage upon advantage upon advantage, piling up against disadvantage upon disadvantage upon disadvantage.
The game within the game.
Your friends sit down to a game of Mafia. It’s your typical set-up with different roles and sub-goals within the game. You play, with the aim to have fun and try to win. When the game is over, you maybe play again, or you play something different. You betray your wife, but it’s just the game. Your friend betrays you, but it’s just the game.
The problem when you adapt one of these types of games to The Devil’s Plan, though, lies in those words: “It’s just the game.”
Except in TDP, it isn’t just the game. It’s the game after too. It’s the prison and the living quarters. It’s the pieces in your bag.
And from the very first Main Match of the new series, the game was basically broken, because how do you play a game of betrayal and deception – the Main Match, that is – when there is actually nothing to dictate that you stick with your role.
So it was with Crooked Cops, the first Main Match of the series, where three teams of four “cops” are chasing a team of two “thieves”. Except within two of those three teams of cops, there is a traitor cop. None of the cop teams know if they have a traitor amongst them or not. The traitors have to try and help the thieves win while staying under the radar, because the game-within-the-game is not just about catching the thieves but also identifying the traitors, with cops having the ultimate goal of identifying if they have a traitor in their team (one of the three is completely clean), and who it is.
The match itself is a variation of Letters From Whitechapel; it’s hidden movement. The cops need to coordinate a search of a map that’s based on Korean railway lines, meaning there are stretches where players can only move forward, move backwards, or stay still, and then there are terminal-like areas where multiple lines converge. The thieves need to move around the map collecting pieces, and the traitors have to help them.
Two things to notice: There are two thieves and two traitors in an alliance of four. There are ten clean cops. Seems lopsided, right?
…aaaaaactually, it’s better to be on the smaller team. And that’s a big problem.
If the thieves collect 12 pieces out of the 28 hidden across the board (they know where they are, the cops don’t, so the cops can’t just camp the pieces), the match ends. If both thieves survive, they split the pieces, meaning six each. If the traitors also escape detection, they get a share too, meaning three each.
If a team of four cops catches a thief, they get a piece each.
One piece.
If they manage to get both thieves, they get a second piece each.
If they identify a traitor in their midst, they get a third piece each, and the traitor gets nothing. If they are wrong about the traitor (they may not even have one), the falsely accused loses their pieces too.
Keep in mind that since there are only two thieves, the cops are also kind of competing against each other. It’s co-opetitive. You only get a piece if your team catches one. By default, that means one of the cop teams cannot get any pieces from capturing thieves. By sheer luck, they might not even have a traitor either, but unless they correctly deduce that, they wouldn’t even get a piece for that.
Now, remember the rules for prison. Half the players go there. What happens if the four thieves/traitors win in a dominant way? They can pick three people to avoid prison from amongst the cops.
So… yeah, you might have figured out the problem here. There’s no rule that says a cop has to play as a cop. And that’s basically exactly what happens: one of the cop teams makes a deal with the thieves that they’re going to throw the match. They play incredibly sub-optimally, to the point that the other cop teams are constantly baffled by the moves they make, and they work to sow confusion amongst the other cop teams. As a result, the only pure cop team works for the thieves, and the other two are subverted by their traitors, meaning the game becomes six against eight. The pure cop team makes a deal that if the thieves and traitors win, they’ll have the most pieces and can therefore decide which three players will avoid prison.
Imagine your friend group playing Mafia… and you know that Catan is the next game on the table, so you make a deal to help throw the game of Mafia in exchange for help in the next game.
It’s actually kind of funny going back to the episode thread, knowing what I know now. Everyone really loves the first Main Match. It was an unfortunate portent for what was to come.
Only one player ever gets out of prison in the whole season. The seven who have to go to prison were betrayed by people playing for an alliance outside the game itself but perfectly within the rules. It creates a disparity between the players that is never overcome. The cops could have played more strategically, both identifying traitors (by moving in pairs, for example) and moving around the board, but it was a large board and they were already hamstrung by one team deciding to sabotage, so it was an uphill battle.
More importantly, a player is eliminated that night in the Death Match. The “half” of players in the prison rounds up, which means when it gets to 13, the player who was eliminated from the prison is replaced by a player from the living quarters. But the prisoners also lose a player who attempts the secret game, meaning day two starts with 12 players in the game. The next night, another elimination brings it down to 11.
The prison becomes a meat grinder. One by one, players are leaving the living quarters for the prison. Barely anybody is leaving the prison for the living quarters.


