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I like the idea, but their ratings seem.. dubious at best. For example: Hyperrogue, which hit the frontpage a few times and which I can confidently say does not feature any dark patterns, is rated just 1.19 [0] on a 5 (best) to -5 (worst) scale.

[0] https://www.darkpattern.games/game/18554/0/hyperrogue.html

Regarding hyperrogue, I've seen it mentioned multiple times as a fun game. I tried to play it but I had found no fun in it at all. The non-euclidean take is interesting, but it felt just like a demo of the weird-geometry engine, I've found no enjoyment in that. Graphics is rough, I've found no interesting items, enemies, mechanics or puzzles. Not sure if I just played it wrong or why my experience was different.
Any 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 refund. Feels good.

I made something like this a while ago, for mobile games: https://nobsgames.stavros.io

Unfortunately, the manual part of it (reviewing user submissions) is too much for one person (me), but it should be fairly useful still.

I like this. I'm currently working on a (simple) iOS game, mostly because I got fed up with all of the dark patterns that are so highly prevalent on the market.

I'm even thinking about naming it something like `Pay Upfront: Strategy Game` to underline the single purchase model, but perhaps it's silly to go that far?

I'm sending this to all of my young family members. To them, some of these dark patterns are just a natural part of using technology. It's not great.
There’s a good book that discusses dark patterns in Gambling games, making it easier to appreciate how they extrapolate to other contexts as well. The title of the book is:

Addiction by Design: Machine Gambling in Las Vegas

Author: Natasha Dow Schüll

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 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.

This site feels like this it's made by people that misunderstand games and genres and can't stand the concept of live service games which surprise takes money to run.

Saw 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.

I would not consider SaaS healthy. When it comes to games it is straight up drug dealing.
I feel like a bunch of these are throwing the baby out with the bathwater. Is 'reciprocity' really a dark pattern, or is it a healthy feature of human social interaction?
Clearly reciprocity is a good part of social interaction. So it’s not necessarily a dark pattern. But it can be if games use it as a mechanism to get you hooked. Maybe by punishment or guilt, or by encouraging extra in app purchases so you can donate to your guild mates. This is addressed a bit in my FAQ. https://www.darkpattern.games/faq.php
It does not look like all patterns described here are meant to be taken as a rule. If your game don't have any of the patterns this website suggests, it won't automatically become a good game.

Grind 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).

Most roguelites use those patterns because they are fundamentally linked to slot machines. They may not be as predatory as money sinks, but they’re optimised to be time sinks as a method of promotion via word-of-mouth, streaming or activity indicators on social media.
Chris Wilson released a video on this topic yesterday - "Dark Patterns: Are Your Games Playing You?". He has an interesting perspective having been the lead of Path of Exile. A free to play, decade long, popular, action role playing game.

While opinions vary on the correct use of these patterns, the video is a helpful and easy to digest, reminder of them. The video description contains additional links.

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"Dark Patterns: Are Your Games Playing You?" - https://youtu.be/OCkO8mNK3Gg

This feels useful even if the software don't directly tranlate to how "predatory" the game is and if scores can't be compared between games.

Sure, being unable to pause the game isn't necessarily the developer being evil, but it's good to have a website that tells you about it before you buy the game.

I think you just need to interpret a game having a low score as there being some parts of the game that you might want to know about before buying/playing rather than "this game is evil".

In the same way that, when a film is rated 18, I can check whether that means it's going to scar me for life or if it shows a nipple for 2 seconds.

war thunder doesn't count? it's pay to win

hmm people say it's pay to progress not win

First on the site's list of "Healthy Games" is a game called "Beholder."

Description: "You work for a dystopian surveillance state and spy on your neighbors."

Yes! That's the same which caught my eye as well, oh sweet irony! :D Or maybe it's not an irony anymore, rather a shift in societal values ;)
Overall it feels like unless your game is a linear single-player game, it will fall under multiple of the site's labelled 'dark patterns'. Here are some really bad ones:

Infinite Treadmill - Impossible to win or complete the game.

Variable Rewards - Unpredictable or random rewards are more addictive than a predictable schedule.

Can't Pause or Save - The game does not allow you to stop playing whenever you want.

Grinding - Being required to perform repetitive and tedious tasks to advance.

Competition - The game makes you compete against other players.

The website does label some relatively harmless elements as ‘dark patterns’, but out of your ‘really bad ones’, I don’t see ‘Competition’ as being a dark pattern.

Competition is a fundamental part of Play. Humans (and other animals) are social creatures and learn via playing and competing with others.

Can people play games by themselves? Yes.

Is competitive play bad or a dark pattern? Not at all.

Chess:

- infinite treadmill: theoretically you can play all possible moves but not in a lifetime.

- variable rewards: sometimes you stumble upon (or try) a tactic that works.

- can't pause or save: except when you maybe play against a computer which is not the point of the game

- grinding: you need to play the same openings many many times to encounter all the responses that will let you know if your "build" is worthy

- competition: nothing to add

The game I was the most addicted to was Age of Empires II, but I don't blame Microsoft for this: they just created an awesome game. Competition + "can't pause", these two can really make you disconnected from real life if you're competitive, but it's also fun and somewhat useful to know how much you can push yourself and how far you can go on the ladder.

My advice is to force yourself to stop playing after each single match, but that's hard when you're in a loosing streak because you want to win at least one match.

Paul Morphy has to become the best chess player before he understood that chess was a waste of time. He said that it's important to know the game well but there's a limit.

Even linear single-player games will usually hit "Invested / Endowed Value" and "Badges / Endowed Progress"
Yes, this site reads like it's written by someone not enjoying games and understanding the concept of gaming. There is nothing dark about most of these concepts individually. The harm comes from combination and/or excessive usage. The dose makes the poison.

Though, learning them and being aware of them is not bad. But I'm curious how much the phrasing pushes the mindset of the readers in the wrong direction.

gacha games checklist everything on this lmao
I encourage everyone to read the definition on the home page:

> 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.

And also the detailed descriptions of each of the dark patterns, for example:

https://www.darkpattern.games/pattern/12/grinding.html

Quoting just the short descriptions of the dark patterns without considering the definition above is effectively mischaracterizing the intent of the website and not using the tool as intended, and all the patterns seem like they can be/are just enjoyable mechanics to many.

Some of the users reviewing games on the website seem to also miss the point (inaccurate reviews), which leads to comments like https://news.ycombinator.com/item?id=45947761#45948330.

It is increasingly often the case in predatory games that a very subtle combination of the mechanics listed make them dark patterns collectively, so it's also important to consider the patterns in groups.

Some people criticize definition of dark patterns because they can't face their addiction.
Feels like some UI designers are using those lists as idea board...
I'm a co-author of the first paper cited in the citations page, "Dark Patterns in the Design of Games" http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf

I see at least some of the patterns we came up with appear on the site. Happy to answer any questions about it all, I think we were the first to write about dark patterns in games, at least academically. It was 2013 so predated Overwatch loot boxes, which I am sure I would have put in there, but now they seem quite tame.

I do want to get ahead of something many of the comments here made: we were very aware that one person's dark pattern was another's benefit eg Animal Crossing's appointment mechanics make it easy to just play for a bit then put it down for the day and come back tomorrow. We went back and forth a lot about how to phrase this dichotomy, as we knew it was the stickest point of the whole plan. That's why the paper's Abstract immediately addresses it: "Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’." Alignment was the key: are the players and designers in agreement, or is there tension where the designer (or, more usually nowadays, bean counters) is trying to exploit the players in some dimension?

So yeah, happy to answer questions about it.

PS I would be remiss not to mention the rebuttal paper "Against Dark Game Design Patterns" https://eprints.whiterose.ac.uk/id/eprint/156460/1/DiGRA_202...

I enjoy following academic discourse, review and collaboration give me the feeling that actual progress is being made.

So I love that you linked the rebuttal paper. In the last paragraph the authors mention that some ideas could lead to "fruitful analytic or empirical starting points" - did anyone follow up on these? From your perspective, what are the most interesting directions in this area of research today?

For a bit of shameless plug, we're actively building a mobile and desktop game that avoids these patterns.

You can learn more about Danger World at https://danger.world

This is missing an entire popular category that I would call "base biological instincts" pattern: Where they put sexual content into the game. Practically the entire app is solely around extracting money from people by triggering their sexual instincts.
Even mainstream gaming sites cannot review even a fraction of the mobile games market; you've created for yourself a truly Sisyphean task.

A better approach might be to highlight the fraction of mobile games that deserve more recognition for avoiding dark patterns, like this site does:

https://nobsgames.stavros.io/android/

Alternately, focus on AAA games.

> When you see something in a game like, "Defeat 20 enemies to unlock this achievement", the game is giving you an artificial goal and trying to get your brain to put that on its internal to-do list of tasks it needs to finish.

Not sure about this one. The “defeat 20 enemies” task could be a pointless checkbox, but it could also be an excuse for a fun quest. I could see this pattern not being “dark”, when applied in a user friendly way.

Then again, this is from an article about app badges and I never saw a game use those in a user friendly at all.

Not an experienced web dev. Genuinely asking, why does the sticky banner with search bar at the top of the screen look like that?