this post was submitted on 25 Oct 2024
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Definition: A gaming dark pattern is something that is deliberately added to a game to cause an unwanted negative experience for the player with a positive outcome for the game developer.

Learned about it from another lemmy user! it's a newer website, so not every game has a rating, but it's already super helpful and I intend to add ratings as I can!

While as an adult I think it'll probably be helpful to find games that are just games and not trying to bait whales, I feel like it's even more helpful for parents.

Making sure the game your kids want to play is free of traps like accidental purchases and starting chain emails with invites I think makes it worth its weight in gold.

EDIT: Some folks seem to be concerned with some specific items that it looks for, but I've been thinking of it like this:

1 mechanic is a thread, multiple together form a pattern. It's why they'll still have a high score even if they have a handful of the items listed.

Like random loot from a boss can be real fun! But when it's combined with time gates, pay to skip, grinding, and loot boxes.... we all know exactly what it is trying to accomplish. They don't want you to actually redo the dungeon 100 times. They want you to buy 100 loot boxes.

Guilds where you screw over your friends if you don't play for a couple days because your guild can't compete and earn the rewards they want if even a single player isn't playing every single day? Yeah, we know what it's about. But guilds where it's all very chill and optional? Completely fine.

Games that throw in secret bots without telling you to make you think you're good at the game combined with a leader board and infinite treadmill, so you sit there playing the game not wanting to give up your "top spot"? I see you stupid IO games.

But also, information is power to the consumer.

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[–] [email protected] 12 points 2 months ago (4 children)

Interesting. I was chatting with a lot of big name AAA designers and indie designers discussing dark patterns, and they've got a very different opinion on what constitutes a dark pattern. To them, largely, it needs to be more technical deception - like having a fake "X" button, or immediately popping up an ad over where a button was to trick you into clicking it, or bait-and-switching pricing before the user notices.

I tried to raise these kinds of patterns as problematic, and it was a mixed bag. The general vibe from them was that they'd only call it a dark pattern if it deceives the player to get more money than they were prepared to spend (or similar for ads). If the player knows what they're getting into, and they are presented with a choice to stop or continue, it's on them.

And I'll admit, while I don't go that far (and there were designers in both camps), I can at least understand how all game design is manipulation, in the same way that teaching and storytelling is manipulation, and drawing the lines can be very hard. Your job is to convince the player that they are having fun and want to keep playing. Resources in a game have no real value, only valued by the scarcity and utility of them, which the designer intentionally assigns to convince the player it's more or less valuable.

Curiously, the examples listed in the OP were exactly the patterns I see designers discuss, but don't seem to be the patterns on the website (like "illusion of control", artificial scarcity, which is like, game designs while thing).

Either way, nice to have this as a resource because honestly a lot of these elements are what I'd put in the "bad / abusive design" category rather than purely dark patterns, but still great to highlight, but I can agree that we should probably be careful blanket calling these dark patterns; examples: It mentions illusion of control being separating you into shards of leader boards so that you can be in the top 500 of a shard rather than top 200,000 world ranking or whatever, or claw machines choosing whether you successfully grab an item rather than relying on skill. How does this compare to Uncharted not letting enemies successfully shoot you in the first few seconds of an action sequence to give you time to ground yourself, or Resident Evil spawning different loot and enemies based on how good/bad you play?

I'd say, is it to extract money from you in the short term, but it's more grey than a non-designer might read into from lists like these.

[–] [email protected] 12 points 2 months ago (1 children)

I'm shocked that the people who stand to benefit from it have a different definition than we do.

i'm sure they'd be fine with it if it were their kids on the receiving end, right?

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[–] [email protected] 10 points 2 months ago (4 children)

It's sad that the most unhealthy games are the ones ranked as most played on the google play store 😮‍💨

[–] [email protected] 16 points 2 months ago (2 children)

It's not sad, there is a direct connection.

They are the top games because of the psychological manipulation being successful.

[–] [email protected] 3 points 2 months ago

It can be both....

[–] [email protected] 16 points 2 months ago (4 children)
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[–] [email protected] 11 points 2 months ago (3 children)

Tbf, last time I checked the site it had stuff like ”random loot” listed as a dark pattern. Gacha sucks, but random loot from a boss is IMO valid game design.

[–] [email protected] 2 points 2 months ago* (last edited 2 months ago)

I mean it is a dark pattern. It drives us to play more even when we're not having fun. How many times have we all done a dungeon 10+ times, not because it's fun, but because we want it to drop the thing?

But at the same time, if that's the "only" dark pattern, that's probably fine! And it'll most likely get a high score of 3+ on the positive side. But if you combine the random loot with time gate, pay to skip, pay to win, etc. then the score rightfully craters.

I think the site is good because it empowers us to pick what we actually want to deal with.

[–] [email protected] 20 points 2 months ago (2 children)

There's a spectrum, but if I were to map all and every dark pattern, random loot surely qualifies.

If a fight is compelling it has its own reward, random drop chances (especially abysmal drop-rate) will have you mindlessly repeating it no matter the quality of the boss design.

[–] [email protected] 4 points 2 months ago

I like the strategy most Terraria bosses go for: You always get something good, it just might not be exactly what you'd wanted in that exact moment, but the re-spec to use it effectively will be pretty easy.

[–] [email protected] 2 points 2 months ago (1 children)

Boss fights definitely, your sentiment reminds me of Warframe. Don't miss farming bosses. However, there are a lot of ways randomized loot can be implemented, and I wouldn't call all of them dark patterns

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[–] [email protected] 4 points 2 months ago

The list of "Healthy Games" is a great resource to have!

[–] [email protected] 24 points 2 months ago* (last edited 2 months ago) (2 children)

If you want games just to play games I recommend downloading from f Droid. Pretty much every other game has ulterior motives be it ads or microtransactions. I haven't come across a game on f Droid yet that has either of those.

[–] [email protected] 26 points 2 months ago* (last edited 2 months ago) (1 children)

Fair. Just that the selection of quality games is rather limited.

IMO monetisation is fine, after all we all need to earn a living. To goad people into spending money is the issue. Enter dark patterns.

A one-off purchase after testing the first level? Awesome! Wait a few hours - or days - for a building to finish? Watch a deceptive ad for a meager reward over and over? No, thanks.

[–] [email protected] 4 points 2 months ago* (last edited 2 months ago)

It's the difference between a theme park and a casino. Both are legitimate forms of entertainment for many people, and both do need income to maintain their operations.

One of them charges for entry and then you enjoy the park, only paying for additional but ultimately optional things like merchandise or food. The fun ends when you decide to leave or the park closes.

The other is designed so you have to spend small amounts consistently, and it is designed in incredibly manipulative fashion, literally employing tactics that trigger addictive responses. The fun ends when you run out of money to spend, therefore compelling you to keep spending.

The people designing the theme park are designing something entertaining, the people designing the casino are perfecting a skinner box.

One is more deserving of income than the other.

[–] [email protected] 6 points 2 months ago

As a former gacha addict I totally agree. Nowadays when I get the urge to play on my phone I've been doing Open Sudoku, Fruity Game or Ricochlime. They don't scratch that same itch quite right but I'm definitely wasting less of my time and money.

[–] [email protected] 118 points 2 months ago* (last edited 2 months ago) (9 children)

Back in uni, most of these dark patterns were taught as "game design fundamentals".

Now as I work on my indie games, I avoid using what I learned in uni.

Game design all boils down to "is it fun?" and anything else is bullshit sales tactics.

I wish the site also focused on real games, and not just mobile games.

[–] [email protected] 3 points 2 months ago

I'd argue that unfun design elements can be useful in games if used with care and purpose. For instance, "suddenly all of the characters you're attached to are dead" is not exactly fun but one of the Fire Emblem games used it to great dramatic effect at the midway point.

Of course the line between an event or mechanic that players love to hate and one they just hate is thin.

[–] [email protected] 21 points 2 months ago (1 children)

What games do you make? If you're actively working on games that are anti dark pattern then that's the type of game I want to hear about

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[–] [email protected] 38 points 2 months ago (1 children)

I think the focus on mobile is due to the fact that very few people would choose to make a fun game on mobile unless they were deliberately chasing money. Indie devs don't want to use and make customers use an inferior device with more hoops to jump through. Publishing for PC is easy, publishing for Console has a higher bar to clear for quality. Publishing for mobile is more difficult than PC and makes it more difficult to build a quality game, so the majority of mobile games are unrewarding trash so the only incentive to make them is pure monetization.

[–] [email protected] 6 points 2 months ago* (last edited 2 months ago)

Also because the install base for mobile devices is just about everyone everywhere, and yes, a fair amount of people, particularly young people, would much rather play something on their phone than a PC or even console.

The difference in potential customer base is orders of magnitude larger.

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[–] [email protected] 2 points 2 months ago (4 children)

Mobile only. Lovely resource.

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