[HN Gopher] Dark Pattern Games
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       Dark Pattern Games
        
       Author : robotnikman
       Score  : 55 points
       Date   : 2025-11-16 19:38 UTC (3 hours ago)
        
 (HTM) web link (www.darkpattern.games)
 (TXT) w3m dump (www.darkpattern.games)
        
       | mzajc wrote:
       | 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
        
         | 1bpp wrote:
         | also funny how those first 3 'dark patterns' are basically just
         | the core appeal of the genre
        
           | Kiro wrote:
           | Yeah, can't take this site seriously when it lists some of my
           | favorite mechanics as dark patterns.
        
             | p1necone wrote:
             | 'Competition' is listed as a dark pattern. Ya know, the
             | core _thing_ common to basically all games going back
             | millenia, this site is ridiculous.
        
               | vintermann wrote:
               | The site says: "People like a challenge and playing
               | against other people is often how games provide this
               | challenge. Competition by itself is not necessarily a
               | dark pattern. Classic games like chess and checkers, and
               | most sports have competition. It's when competition is
               | combined with other dark patterns that problems arise."
               | 
               | And this is true. In particular, competition where you
               | gain rewards for staying on top of leaderboards, and
               | there is a pay-to-win element. Competition isn't
               | necessarily bad, competition can be fun, "but how is this
               | game using competition" something you should think about
               | before you get into a new game.
        
               | p1necone wrote:
               | Sure but they have no room for this level of nuance on
               | their actual ratings, it's just a checkbox for 'game has
               | competition' which always counts as a 'dark pattern' for
               | the purposes of the overall score.
        
         | p1necone wrote:
         | Yeah I think this clarifies the core issue with this kind of
         | thinking (imo).
         | 
         | The venn diagram between 'mechanics that make games fun' and
         | 'dark patterns' (as described by this site) is basically a
         | circle. The important thing isn't the patterns themselves, it's
         | that they're used to make you spend money on microtransactions.
         | 
         | Looking at just the mechanics divorced of any context of the
         | surrounding business/marketing/monetization is missing the
         | point.
        
       | deadbabe wrote:
       | 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.
        
         | stavros wrote:
         | I don't mind a trial unlock, or a one-time purchase. Any sort
         | of currency is right out.
        
         | acheron wrote:
         | Nah that's going too far. 90s shareware was sold exactly that
         | way -- free trial and pay if you want more -- and there were
         | plenty of great creative games in that category.
        
         | efnx wrote:
         | How would you feel about a free game spending one frame per
         | second mining a cryptocurrency? This would be as an alternative
         | to a one-time purchase (and as an alternative to ads). So, you
         | could play a full game for free, indefinitely, and have a small
         | portion of compute do mining, and at any time you could pay a
         | one time fee (purchase) to turn off mining forever.
         | 
         | (Edit: added stuff in parens)
        
           | Greed wrote:
           | This comment makes me feel so sad. I lack the words to
           | describe what critical essence this question is missing, but
           | technology used to mean a hacker ethos of just doing things
           | because they seemed cool and worth doing and even just the
           | ask of this feels parasitic by comparison. Sign of the times.
        
           | AlotOfReading wrote:
           | I feel the same way about crypto as I do about those herbal
           | supplements at gas stations. It's not that they're
           | _inherently_ problematic, but everyone involved turns out to
           | be scammers consistently enough that automatic distrust is a
           | fantastic rule of thumb.
        
       | stavros wrote:
       | 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.
        
       | yreg wrote:
       | 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?
        
       | Loughla wrote:
       | 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.
        
       | epsilonic wrote:
       | 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 Schull
        
       | keerthiko wrote:
       | 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.
        
         | stackghost wrote:
         | Yes, not everything here is a dark pattern. The one that stood
         | out to me was "Wait To Play"[0].
         | 
         | In the before times, there was a browser-only MMO called Urban
         | Dead[1] which had a cap on the number of actions any player
         | could take in a single 24-hour period. This was to avoid giving
         | undue influence/advantage to players who could play more during
         | the day and disadvantaging people who e.g. had to work during
         | the day and could only play in the evenings. I played a lot of
         | UD in its heyday and thought it worked really well.
         | 
         | That said,
         | 
         | >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.
         | 
         | There are lots of "true dark patterns" that are not deceptive
         | UI elements. Loot boxes that require expensive keys comes to
         | mind. Same with brutal grinds that can only be bypassed by pay-
         | to-win booster items.
         | 
         | [0] https://www.darkpattern.games/pattern/30/wait-to-play.html
         | 
         | [1] https://en.wikipedia.org/wiki/Urban_Dead
        
       | thrwaway55 wrote:
       | 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.
        
         | charcircuit wrote:
         | I think what they would want to see is the cards all be free.
         | That way powercreep does not make a purchase less valuable,
         | does not make people gamble for cards they want, and not give
         | an advantage to people who want to spend more money to get good
         | cards.
        
           | thrwaway55 wrote:
           | I agree that is what it would take to get a high score on
           | their site but I think it's an unrealistic expectation to
           | suggest that the developer should be on the hook indefinitely
           | for content. Each card game set is functionally a new game
           | with some costs amortized thanks to it's previous sets.
           | 
           | We have seen the forever sticker price in mega hit indies ala
           | Stardew Valley or Terraria but I don't think that is really
           | healthy to expect for gaming as a whole and is more that
           | small teams hit a home run.
        
       | swiftcoder wrote:
       | 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?
        
       | smusamashah wrote:
       | 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).
        
       | swi wrote:
       | 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.
       | 
       | ---
       | 
       | "Dark Patterns: Are Your Games Playing You?" -
       | https://youtu.be/OCkO8mNK3Gg
        
       | charlie-83 wrote:
       | 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.
        
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       (page generated 2025-11-16 23:00 UTC)