Lost me at mobile games. However, it’s nice to have definitions for why games are shitty when I tell my friends I’m not interested in the new flavor of the month.
DarkPattern.games » Healthy Gaming « Avoid Addictive Dark Patterns
Submitted 6 days ago by diarcesia@reddthat.com to gaming@beehaw.org
https://www.darkpattern.games/
Comments
13igTyme@piefed.social 6 days ago
brsrklf@jlai.lu 6 days ago
Yeah, the fact it’s onlt mobile games surprised me a bit, especially since they don’t seem to mention it anywhere until you see the only platform filters are iOS and Android.
There are several games I have a small interest in but from companies I don’t trust much, so a review of the potential manipulation tactics in those might have been useful to me.
I don’t play mobile games though. This is unfortunately not at all exclusive to mobile.
13igTyme@piefed.social 6 days ago
FYI it also says for mobile games in the title.
ranandtoldthat@beehaw.org 6 days ago
I was pretty intrigued by this, because I actively avoid games that try to push me into doing things I don’t want to.
Unfortunately, after reading their descriptions of the various “dark” patterns, I am quite worried that this site could do more harm than good if it gets broad traction.
While it has a few notes here and there disclaiming people’s preferences and fun, mostly it heavily over-identifies “dark” patterns. It doesn’t make it clear enough to the non-gaming friends/spouses/parents of the gamer that these patterns aren’t by default “dark”.
It over-classifies many forms of difficulty, mastery, complexity, routines, socializing, and more as “dark”. I hope this website doesn’t gain traction in its current state, because if it does it could further a moral panic around many games that people enjoy. Based on their descriptions, this panic would likely be even more focused on games that neurodivergent people enjoy, because of course…
Moral panic about video games in the past has been an excuse to bully people, often kids in the past, but more and more adults as well.
CrypticCoffee@lemmy.ml 6 days ago
I’m curious. Which of those do you think aren’t a dark pattern?
Are they really not dark, or are they so common now that it has become accepted.
For example, I love Stardew Valley but the inability to pause, and instead complete the day is a dark pattern.
ranandtoldthat@beehaw.org 5 days ago
The core problem here is that the author(s) don’t seem to consider that not every game is intended for everyone, and instead seem to imply that if they’re not for everyone then some of the reasons they aren’t is a “dark pattern”.
I really cannot be exhaustive because there are so many problems. But I will try to give a few examples. Fair warning: As I wrote the below, I began to get a bit irreverent because reading the text is pretty upsetting so I needed to lighten my own mood. I guess maybe the authors here are using some sort of dark pattern? /s
Many ARPGs that have fixed-length events that occur over a period of hours, days, or months. Some games (eg. Grim Dawn) even have these modded in by players. Are those players modding in a dark pattern? Maybe the author of this personally doesn’t like the idea that some people may be left out by work or travel requirements, but like, can’t the rest of us enjoy our game without being effectively told that work and travel come first, so therefore it’s a dark pattern?
Like, don’t play a game during a time you don’t want to? There are game developers that would like to experiment with this type of mechanic.
Welcome to almost every city builder, management game, automation game, and so on. It’s perfectly fine if some people want instant gratification in your games, but some of us really enjoy these types of mechanic.
So adding new content to a game is now a dark pattern? This is just way too general.
Oh no, boredom, we can’t allow people to be bored in the hopes that they find newfound enjoyment in an old favorite game.
Oh no, some gamers treat their games like a social hobby with meetings and events, this must be a dark pattern.
Oh no the game encourages… sharing digital items? I don’t know where to start.
And then, the whole section on competition is a mess. Like yeah there can be problems with competitive games, but again it’s just so overly general. Oh no a kid who lost a game of basketball wants to play more to get better?
This reeks of “you’re not playing it right”. I’m not a huge fan of collection games, but I am close with people who really enjoy that style of gameplay. Thats WHY they enjoy them. Not because of some other “playing” the game, but because collecting things is playing the game for them.
I’m going to stop there.
Goodeye8@piefed.social 6 days ago
For example “Reciprocity”. Unless it’s something I’ve never seen in gaming I don’t see how that’s a dark pattern. Giving other players stuff is not a dark pattern, the “dark pattern” is when the person feels like they should contribute back. How can a game make a player NOT feel like they should contribute back? There is nothing a game can do to fix this which is why I don’t see how that can be a dark pattern for games.
ranandtoldthat@beehaw.org 3 days ago
I just found a recent video from Chris Wilson that does a much better job distinguishing dark patterns from game mechanics some people might enjoy and shared it here: beehaw.org/post/23297295
WALLACE@feddit.uk 6 days ago
You can pause stardew valley, just open a menu