You Should Know
YSK - for all the things that can make your life easier!
The rules for posting and commenting, besides the rules defined here for lemmy.world, are as follows:
Rules (interactive)
Rule 1- All posts must begin with YSK.
All posts must begin with YSK. If you're a Mastodon user, then include YSK after @youshouldknow. This is a community to share tips and tricks that will help you improve your life.
Rule 2- Your post body text must include the reason "Why" YSK:
**In your post's text body, you must include the reason "Why" YSK: It’s helpful for readability, and informs readers about the importance of the content. **
Rule 3- Do not seek mental, medical and professional help here.
Do not seek mental, medical and professional help here. Breaking this rule will not get you or your post removed, but it will put you at risk, and possibly in danger.
Rule 4- No self promotion or upvote-farming of any kind.
That's it.
Rule 5- No baiting or sealioning or promoting an agenda.
Posts and comments which, instead of being of an innocuous nature, are specifically intended (based on reports and in the opinion of our crack moderation team) to bait users into ideological wars on charged political topics will be removed and the authors warned - or banned - depending on severity.
Rule 6- Regarding non-YSK posts.
Provided it is about the community itself, you may post non-YSK posts using the [META] tag on your post title.
Rule 7- You can't harass or disturb other members.
If you harass or discriminate against any individual member, you will be removed.
If you are a member, sympathizer or a resemblant of a movement that is known to largely hate, mock, discriminate against, and/or want to take lives of a group of people and you were provably vocal about your hate, then you will be banned on sight.
For further explanation, clarification and feedback about this rule, you may follow this link.
Rule 8- All comments should try to stay relevant to their parent content.
Rule 9- Reposts from other platforms are not allowed.
Let everyone have their own content.
Rule 10- The majority of bots aren't allowed to participate here.
Unless included in our Whitelist for Bots, your bot will not be allowed to participate in this community. To have your bot whitelisted, please contact the moderators for a short review.
Partnered Communities:
You can view our partnered communities list by following this link. To partner with our community and be included, you are free to message the moderators or comment on a pinned post.
Community Moderation
For inquiry on becoming a moderator of this community, you may comment on the pinned post of the time, or simply shoot a message to the current moderators.
Credits
Our icon(masterpiece) was made by @clen15!
view the rest of the comments
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.
I mean I think this site goes with "overly broad so you can pick what you want" approach.
Also the way I'm viewing it, is each individual item is a thread of a dark pattern. Weaved into normal game play it's completely fine. It's just when all the threads of a category come together is it a pattern designed to trigger addiction and over spending.
Like competition is listed under a category, but if that's the only item in the category, it still has a stellar score and rightfully so and isn't listed as a dark pattern.
Yeah, that's definitely the way to see it, and as that I think it's great. I think it might overload the term dark patterns a bit too much, and would have liked to have seen a different name used (as a game design academic), but I absolutely agree with and appreciate the approach otherwise.
Edit to include, I guess why I have that hesitation with an example - I couldn't link this in a class I'm teaching without loads of caveats because suddenly 80% of the curriculum gets seen as abusive when it's really just experience design and explain the grey (which we do, so this is quite helpful for that particular purpose), and I would need to caveat that when they see the term out in the wild it will be used differently.
That makes sense! The list of dark games probably is most helpful to be like "here's a list of games made to be addictive, what features that we spoke about are present in the games on this list?"