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.
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.
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.
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.
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
Well 1 dark pattern doesn’t ruin their score or make a dark pattern game. Because like games with random loot where every piece is viable and goes for a fun build like a rogue like is wonderful, but it’s a thread of a dark pattern. Alone it’s not scary, and can be fun. Combined with time gates, terribly low drop rates, and pay to skip? Suddenly we have a very nasty dark pattern.
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.
I think it depends on the extent and context behind it. Some games have random loot, which give you a random chance to get an actual reward, which may also just be part of a greater pool of things you need for the actual reward to be completed.
Meanwhile, for a hack’n slay game it would be natural to have randomized loot as a feature. But it could also be unnaturally bad in balance to encourage other aspects - for example back then Diablo 3 and their real money auction house.