The premise of this site seems to be that anything designed to make the game "addictive" is a dark pattern — this is contradictory to the concept of "dark pattern" in products in general, which I would define as "when an interface biases users towards action that is more in the interest of the business controlling the interface than the user's goals for using the software ." When someone plays a game, the user's goal…
I disagree. Being addictive leads to it being hard to stop playing when you are done, and sometimes hard to avoid playing, which leads to playing even when you would like to be doing something else.