Dark Pattern Games
11–20 of 141 posts
Re: Dark Pattern Games
#12Earlier quoted context omitted.
also funny how those first 3 'dark patterns' are basically just the core appeal of the genre
Yeah, can't take this site seriously when it lists some of my favorite mechanics as dark patterns.
Re: Dark Pattern Games
#13Earlier quoted context omitted.
Yeah, can't take this site seriously when it lists some of my favorite mechanics as dark patterns.
'Competition' is listed as a dark pattern. Ya know, the core thing common to basically all games going back millenia, this site is ridiculous.
And this is true. In particular, competition where you gain rewards for staying on top of leaderboards, and there is a pay-to-win element. Competition isn't necessarily bad, competition can be fun, "but how is this game using competition" something you should think about before you get into a new game.
Re: Dark Pattern Games
#14Any game with any in-app purchase at all already feels unhealthy, even if its just a trial unlock. The healthiest games are consistently ones where you pay one large amount upfront, and then are never bothered about money again, because there is nothing else to buy. The developers are so confident you will enjoy it they don't bother with free trial offers. If you really don't like it, you just return for a full refun…
(Edit: added stuff in parens)
Re: Dark Pattern Games
#15Addiction by Design: Machine Gambling in Las Vegas
Author: Natasha Dow Schüll
Re: Dark Pattern Games
#16When someone plays a game, the user's goal could be expected as "having fun for as much time as they want to." Being addictive is usually in service of that. A "slightly dark" pattern would be combining core addictive gameplay junctures with microtransactions (retry/next level/upgrade) — but in this economy this just feels like a basic mobile game business model. A moderately darker pattern would be making the game increasingly frustrating while still addictive, unless you perform a microtxn (eg: increasing difficulty exponentially, and charging money for more lives/retries or forcing more ads).
A "true dark pattern" would be sneaking things like push notification permissions, tracking permissions, recurring subscription agreements, etc. under an interface that looks similar to something the user doesn't read carefully and tries to get past out of habit, such as an interstitial ad with a "skip" button — but with a below-the-fold toggle button defaulted to "agree" and a "Confirm" button styled to look like the "skip" button at first glance.
Re: Dark Pattern Games
#17Saw one where powercreep is considered unhealthy ...if you played a competitive card game without power creep you'd quit because the first meta would be the only meta. Controlled power creep is healthy for game longevity.
Re: Dark Pattern Games
#18Re: Dark Pattern Games
#19Earlier quoted context omitted.
'Competition' is listed as a dark pattern. Ya know, the core thing common to basically all games going back millenia, this site is ridiculous.
The site says: "People like a challenge and playing against other people is often how games provide this challenge. Competition by itself is not necessarily a dark pattern. Classic games like chess and checkers, and most sports have competition. It's when competition is combined with other dark patterns that problems arise." And this is true. In particular, competition where you gain rewards for staying on top of lea…
Re: Dark Pattern Games
#20Grind or collecting items is suggested as a dark pattern. Dead cells is an amazing game and it has both of these. Most rogue lites use these both patterns heavily.
I don't see grinding as a hard no. I don't mind repeating if game makes feel I am making progress and getting something in return which dead cells do amazingly well. Grind needs some better definition on the website probably. Same for collecting items (what about coins in Mario).