Earlier quoted context omitted.
This comment totally needs to be higher. Every other comment on this thread makes little to no mention of "Skinner Box Design", when design tactics like these are almost certainly the #1 factor for creating video game addicts. The issues we're discussing in this thread start with the game designer. Cognitive flow is a real thing, and game designers have learned through decades of research and testing how to put playe…
Also a game designer here (and programmer). I think you should be clear that a game designer is not always the one who makes the decisions on how to monetize a game. Often it's the people who are in charge of financing the game's development, i.e. publishers or executives. In fact, often game designers would rather not do this pay to win crap, although it's hard to ignore that it does seem to be the primary way peopl…
Please make sure that the chance to win isn't determined purely by random chance (die rolls), or at the very least enough rolls to average out for the players, or, in the worst case, some way to optimize for the most probable die rolls (like Catan)
Losing a game from a critical success or critical failure from a die roll makes me never want to play the game again.