[HN Gopher] DarkPattern.games: Find Healthy Mobile Games
       ___________________________________________________________________
        
       DarkPattern.games: Find Healthy Mobile Games
        
       Author : homarp
       Score  : 205 points
       Date   : 2022-02-02 21:42 UTC (1 days ago)
        
 (HTM) web link (www.darkpattern.games)
 (TXT) w3m dump (www.darkpattern.games)
        
       | DavideNL wrote:
       | Heh. So if you click the Apple icon, you get games that are NOT
       | playable on Apple devices :S
       | 
       | *confusing*
        
       | user123456780 wrote:
       | You can see a correlation between healthy and unhealthy games in
       | their icons.
       | 
       | Ungealthy games are mostly high quality 'renders' for lack of a
       | better term. The healthy games have a much less attention
       | grabbing 'lower quality' icon.
        
       | dang wrote:
       | One past discussion:
       | 
       |  _Show HN: Dark Patterns in Game Design_ -
       | https://news.ycombinator.com/item?id=20953553 - Sept 2019 (8
       | comments)
        
       | awelxtr wrote:
       | With free games it would be easier to put a list of games without
       | dark patterns.
        
       | jiggunjer wrote:
       | I'm pretty confident gaming addiction is a thing, but not sure
       | how strong (in terms of studies/evidence) the correlation is with
       | these dark patterns. My hypothesis is that certain personality
       | types are just more susceptible to gaming addiction, regardless
       | of patterns.
        
         | BiteCode_dev wrote:
         | The first time I read "99 francs", I remember arriving on the
         | double page that was nothing but a list of tag lines from tv
         | ads. No context. No brands. Just 2 full pages of things that
         | I've heard in between shows.
         | 
         | I could hear the jingle in my head. I knew each of the names of
         | the brand after reading the tag lines.
         | 
         | For every. Single. One. Of. Them.
         | 
         | I always though I was not susceptible to this. Ads are only
         | influencing others, but not me.
         | 
         | But no.
         | 
         | There are ways for people to burn themself through the screen
         | into your brain. And video games mechanics is no exception.
        
           | gowld wrote:
           | How many of those brands have you purchased?
        
             | BiteCode_dev wrote:
             | I'd say 5% more than once a year.
             | 
             | But my point is that there are ways to stick in people's
             | mind through screens. You can't make 100% of the targets
             | make 100% of the moves you want. But a few % here and there
             | add up.
        
         | elldoubleyew wrote:
         | I've always wondered if I have a "gaming addiction"
         | 
         | I play league of legends at least 4 hours per day, sometimes
         | 20+ hours. I am obsessed with learning all the intricacies and
         | improving in the ELO-based ranking system.
         | 
         | I still maintain a full time job as an SWE, a romantic
         | relationship, and personal hygiene/diet. Admittedly LoL comes
         | first before work for me, and can cause tension in my
         | relationship at times.
         | 
         | I know many men that have a very similar relationship with
         | golf, but are they golf addicts?
        
           | watwut wrote:
           | The addiction definition requires negative effect on you or
           | closed ones. And inability to stop even when you rationally
           | think you should stop. So, depending on how much tension and
           | what kind of tension, it can be qualified as addiction or
           | not.
           | 
           | > I know many men that have a very similar relationship with
           | golf, but are they golf addicts?
           | 
           | Very time consuming hobbies do have higher rates of divorced
           | participants. Regardless of whether they are popular enough
           | for people to know about hobby related issues or not.
        
             | makapuf wrote:
             | Divorced persons may have more time by themselves so maybe
             | they also engage in more time consuming hobbys.
        
               | watwut wrote:
               | Yes, the relationship goes both ways. Divorced people
               | have more time and are more likely to join. People are
               | more likely to divorce if they have such hobbies too -
               | the implications for partner are very very real.
        
           | lapetitejort wrote:
           | You have a "gaming addiction" as much as some people have a
           | "network television" addiction. Some people just like to
           | experience a medium for several hours a day. Playing four
           | hours of LoL is just as meaningless as watching four hours of
           | TV. One is more stigmatized than the other (I'll give you a
           | hint, the one where ads can be delivered on a regular
           | schedule is the more acceptable one). And I'm willing to bet
           | that if there's something you need to do that night, you
           | could sacrifice one or two days to get things done and not
           | feel any ill effects (and if I may rib on it a bit, probably
           | feel much better having stepped away from LoL).
        
             | mkl95 wrote:
             | This. Being an addict to "x" often depends on what
             | relationship the average citizen is expected to have with
             | "x". In a deeply religious society, reading and analyzing
             | religious texts for hours every day may be seen as an
             | average activity, while in a non religious society you may
             | be seen as a lunatic. In most if not all societies, people
             | are expected to work full time, but workaholism treatment
             | centers are not particularly popular.
        
           | meetups323 wrote:
           | I don't think very many men play golf at least 4 hours every
           | day. That's a full round of 18, every single day? And some
           | days 5 full rounds?
           | 
           | The exception would _maybe_ be if they 're working from the
           | course (closing deals/making calls/etc.), but that's pretty
           | different from your situation.
        
       | frankohn wrote:
       | China is taking draconian measures to protect people from game
       | addiction. While I generally don't agree with their politics I
       | feel they are doing the right things to protect the society.
       | 
       | I feel the occidental states are not doing enough to protect
       | people from game addiction and protect children from tablet
       | addiction and bad contents.
       | 
       | These thing are slowly eroding our society and making people more
       | miserable when they are not able to help themselves against all
       | these forms of addiction.
        
         | finiteseries wrote:
         | Video games and tablets are not eroding our societies.
         | 
         | Children's usage of video games and tablets is their parents
         | job, not the national government's.
         | 
         | I don't know what country you're in, but the thought of whoever
         | is in control of mine "protecting" anyone from bad contents,
         | let alone children, is enough to send chills down one's spine.
         | 
         | That is a blank check on info consumption and the sheer naivety
         | required to entertain that idea for more than a second is
         | bewildering.
        
           | brnt wrote:
           | It is about empowering the parent/citizen in the face of
           | trillion dollar companies spending more money than ever
           | gaming our psyches.
        
           | Barrin92 wrote:
           | >Children's usage of video games and tablets is their parents
           | job, not the national government's.
           | 
           | Confucianism would disagree and most East-Asian countries
           | have been running on some version of it for a few thousand
           | years, so you might want to reevaluate why that idea is so
           | bewildering to you.
           | 
           | Honestly I find the idea bewildering that parents are
           | supposed to be the sole authority on these matters, because
           | 1. works out pretty badly for people who don't have stable
           | parents, which is quite a lot of them nowadays, 2. neglects
           | virtually all institutional knowledge collected over long
           | periods of time
        
           | seneca wrote:
           | Well said.
           | 
           | I do think there is a place for state institutions to fund
           | research and public-good marketing campaigns on these issues.
           | Maybe to go so far as campaigns explaining these behaviors
           | are unhealthy and potentially dangerous in optional school
           | programs. In short, state intervention in child rearing,
           | short of major abuse, should be limited to optional
           | education.
        
           | ericd wrote:
           | Are you a parent? If you are, what degree of control do you
           | think you have over what your child is exposed to during the
           | times when they're not with you?
           | 
           | Not saying I like the draconian levels that China is going to
           | on this, but a lot of how your kid turns out is based on what
           | they're exposed to by their peers, and so some things are
           | societal/population level problems. Parents can broadly try
           | to affect this by controlling the school their kids go to,
           | but that's a very blunt instrument at best, generally much
           | more expensive than less great schools, and a huge amount of
           | work to redo. If they're already struggling due to eg high
           | housing costs relative to their wages (another one of our
           | societal issues), then the parents are going to have a really
           | uphill challenge trying to curate their children's'
           | experience.
           | 
           | It takes a village, and if your village is not working well,
           | you're going to have a hard time as a parent. This whole idea
           | of nuclear families as independent units was never true and
           | needs to die.
        
             | seneca wrote:
             | I largely agree with you up until your last sentence. The
             | mistake you're making is equating the government with the
             | village. That is a fundamental mistake and failure that
             | seems extremely widespread. Civil Society needs to address
             | this problem.
             | 
             | Bastiat has a passage in the Law which touched on this,
             | though he is specifically talking about socialists:
             | 
             | > Socialism, like the ancient ideas from which it springs,
             | confuses the distinction between government and society. As
             | a result of this, every time we object to a thing being
             | done by government, the socialists conclude that we object
             | to its being done at all. We disapprove of state education.
             | Then the socialists say that we are opposed to any
             | education. We object to a state religion. Then the
             | socialists say that we want no religion at all. We object
             | to a state-enforced equality. Then they say that we are
             | against equality. And so on, and so on. It is as if the
             | socialists were to accuse us of not wanting persons to eat
             | because we do not want the state to raise grain.
        
         | tifadg1 wrote:
         | Are you referring to limiting online play time or were there
         | other steps as well?
        
           | frankohn wrote:
           | I only know about limiting online games.
        
             | Kiro wrote:
             | China's video game regulator hasn't approved any new titles
             | since July 2021. Sounds like an outright ban to me.
        
       | autoexec wrote:
       | Cool site! I wish there was a way to show games which are both
       | free and healthy. I suspect it would be a small list, but still
       | worth having.
        
       | DaveSapien wrote:
       | This is so much up my street its practically in my house!
       | 
       | A few days ago, I just released a mobile game focused very much
       | on the wellbeing of the player.
       | 
       | It's called Kanso, And I'll be submitting it here for sure. Thank
       | you very much for posting!!!!
        
       | kant_adorn_arts wrote:
       | What a great website. I'd been thinking of how to find such info.
       | We buy lots of kids games, and this is a great 'cheat sheet'. It
       | is great that you spell out the dark patterns.
       | 
       | Who reviews the games? Upfront, it seems like they have done an
       | excellent job.
        
       | TulliusCicero wrote:
       | Wow, this site has a very low threshold for considering something
       | a 'dark pattern'. If you look at the psychological section, these
       | are all considered dark patterns:
       | 
       | * A leveling up system
       | 
       | * Badges/achievements
       | 
       | * Collecting things
       | 
       | * Getting better tools/equipment as the game progresses
       | 
       | That's like...most games, I think? Most single-player games at
       | least probably have at least one of those.
       | 
       | edit: some of the examples listed here are hilarious
       | 
       | > D4DJ Groovy Mix
       | 
       | > "difficulty 1 through 14 is easy to learn and master, while 15
       | is the hardest difficulty in the game. makes people think that
       | they have 90% of the skill of the best player but in reality it
       | is not the case"
       | 
       | > Magic: The Gathering Arena
       | 
       | > "There are mysterious matchmaking algorithms. It isn't clear
       | how these work. At face, they appear to match players of similar
       | skill or deck strength."
        
         | matheusmoreira wrote:
         | This bar is not low at all. Anything involving reward can cause
         | addiction and harm. All of those things you cited are just
         | methods of scheduling rewards. You level up every X amount of
         | time, you get an item every Y amount of time.
         | 
         | These things are not some unforeseen emergent feature, they are
         | deliberately designed. What makes it malicious is the behavior
         | these rewards are designed to create.
         | 
         | An RPG using a leveling system to make sure you can't survive
         | certain challenges until you've progressed enough is not
         | malicious at all.
         | 
         | An RPG that pits players against each other, imposes the same
         | leveling system on players, rates limit their progression with
         | a timer and allows people to reset the timer by paying money
         | essentially turns the game into a spending competition whose
         | goal is to see who can pay some corporation the most money. Not
         | to mention their blatant attempt to form habits in players by
         | giving them daily login rewards and tasks.
        
         | vitro wrote:
         | Curious question, what about if you use some of these "dark"
         | approaches for something good? Say some education app that
         | hooks you so you can progress and learn more. Are they still
         | called "dark patterns" in this case? Example - badges for tasks
         | you have done or "streaks" or levels to show you how you
         | progress and what you have achieved so far?
        
           | matheusmoreira wrote:
           | You're talking about Duolingo, right? The problem with these
           | incentives is you eventually forget you installed the app to
           | learn a new language and you start gaming the system instead
           | by repeating easy lessons just to avoid losing your position
           | in diamond league.
        
           | thewebcount wrote:
           | In my opinion, yes. Take for example DuoLingo. It is very
           | aggressive about trying to get you to turn on notifications.
           | They claim that if you have notifications on you're more
           | likely to continue learning at a regular pace. That may be
           | true (though spaced repetition seems best, and they use
           | "streaks" of days you've interacted with the app as a metric,
           | which is the opposite of spaced repetition). However, my
           | understanding is that they also slip in other notifications
           | about things you might not care about like your "rank" on the
           | "leaderboards". (I'm trying to learn a language, not compete
           | in the Olympics. Why do I need to compare my progress to
           | random strangers around the world?) Some of the dark patterns
           | go away when you subscribe, but not all. Using the app feels
           | really gross, even though I am learning a new language. Many
           | of the dark patterns may have positive outcomes, but it's all
           | still to juice their metrics in the end.
        
         | unfocussed_mike wrote:
         | Badges and achievements definitely are a dark pattern. You can
         | tell they are because game developers have gone so overboard on
         | them now that you are like, oh I got a badge, yes I'll claim
         | it, no I haven't a clue what it does...
         | 
         | The rest of the things you identify, as you say, that's just
         | games.
         | 
         | (I think this website is a very, very good idea)
        
         | madrox wrote:
         | I'm not sure if it's a broad definition of dark pattern or a
         | narrow definition of game. This site probably considers sudoku,
         | wordle, and crosswords to be games, but would probably not
         | consider, say, Witcher to be a game...at least not a good one.
         | I kinda see their point.
        
         | brnt wrote:
         | I actually totally agree. For way longer than I should have did
         | I avoid RPGs because of those systems, because they seemed a
         | silly reduction of "progress". Now that I play RPGs, I still
         | find them pointless annoyances that get in my way of enjoying
         | the world/story.
         | 
         | I still don't like that Steam added achievements to my games. I
         | wish I could disable the entire "feature".
        
           | TulliusCicero wrote:
           | "I personally don't like this thing" isn't the same thing as
           | "dark pattern." There are people like you that explicitly
           | avoid RPG's, sure, and there are people who explicitly seek
           | them out because they enjoy that part of the mechanics.
           | 
           | Having 'levels' in games has been around for a long time, you
           | can probably trace them back to the beginning days of D&D.
           | Were the original D&D authors trying to get people addicted?
           | Probably not, it was just something they thought players
           | would like. And indeed, many players do.
        
             | brnt wrote:
             | Even if a long time ago these mechanisms weren't meant as a
             | dark pattern, it isn't difficult to see how they are easily
             | turned into one, is it?
             | 
             | It seems obvious these mechanisms always had this effect,
             | and it is a pity that even with them amplified some still
             | don't see the potential for harm. You are right, it does
             | not matter whether or not we like the mechanism or not for
             | it to be problematic.
        
               | TulliusCicero wrote:
               | > it isn't difficult to see how they are easily turned
               | into one, is it?
               | 
               | Perhaps, but their mere existence isn't being a dark
               | pattern.
               | 
               | > It seems obvious these mechanisms always had this
               | effect
               | 
               | What effect? Getting people to play more? Do having a
               | good story or tight mechanics count as dark patterns too
               | then?
               | 
               | To me, the idea of a 'dark pattern' here is when a
               | mechanic is being used to push people to play the game
               | more past what they actually enjoy. It's when they don't
               | really feel like playing anymore, but some system in the
               | game compels them to, they feel they 'need' to do
               | something in there. On the other hand, if people do enjoy
               | the specific game element itself, if taking it away would
               | make fans of that type of game find it less enjoyable,
               | then it's not really a dark pattern.
               | 
               | If you removed levels and similar systems of progression
               | from Final Fantasy or The Elder Scrolls, would fans of
               | those series find the games more or less enjoyable? My
               | bet is less.
        
               | brnt wrote:
               | > To me, the idea of a 'dark pattern' here is when a
               | mechanic is being used to push people to play the game
               | more past what they actually enjoy.
               | 
               | Would people play less if such mechanisms were left out?
               | I'm sure of it. Thus they are nudging you to play more,
               | to get that achievement, to round out that score. I don't
               | see how it couldn't, or what this adds to a good game.
               | Below you are spot on: these things are not intrinsic to
               | the game and thus, IMHO, best left off. The meta game of
               | completionism does not affect everyone the same, but I
               | don't think it ever adds.
        
               | TulliusCicero wrote:
               | > Would people play less if such mechanisms were left
               | out? I'm sure of it.
               | 
               | I already addressed this point earlier:
               | 
               | > What effect? Getting people to play more? Do having a
               | good story or tight mechanics count as dark patterns too
               | then?
               | 
               | I'm going to call out now that you ignored this question.
               | Was that just because you didn't have a good response
               | that fit your argument? It sure seems like it.
               | 
               | > I don't see how it couldn't, or what this adds to a
               | good game.
               | 
               | This is just you asserting your own preferences as an
               | Objective Moral Good. "I don't understand why other
               | people would like <thing>, therefore I can conclude that
               | their enjoyment is irrelevant or objectively incorrect."
               | 
               | Part of having an open mind is learning to accept that
               | other people may enjoy things that we find odd or even
               | bewildering. Asserting that if other people find
               | different things enjoyable, then Other People Are Wrong
               | is the mark of a closed mind.
               | 
               | If you _actually_ believe the point you 're putting forth
               | here -- that RPG fans don't truly enjoy the mechanics
               | most closely associated with a game being an RPG -- then
               | I suggest you go to an RPG forum and ask them yourself.
               | Because your whole argument here smells very strongly of,
               | "doesn't understand the perspective of others, and
               | doesn't want to understand."
        
               | brnt wrote:
               | The mechanic of levelling up or gathering experience
               | points and so on are proxies for a sense of progress, not
               | actual progress. They don't get you anything but the
               | satisfaction of getting it. Textbook pointlessness.
               | 
               | Asserting that I do not understand people enjoy different
               | things differently, and the other things you Seem To Wish
               | To Imply: undermines your attempt at convincing me my
               | mind is closed. You insistence on mistaking validation
               | for goodness (because people enjoy it, does not mean it
               | without dark pattern) however might show you something
               | about your own mind. Tons of people like things that are
               | not 'good' for them, doesn't mean we should see no
               | problem with is or at least understand the pitfall.
        
               | Buttons840 wrote:
               | > The meta game of completionism does not affect everyone
               | the same, but I don't think it ever adds.
               | 
               | I think it adds.
               | 
               | Your argument seems to be that it _never_ adds, which is
               | easily refuted by one person who thinks it adds.
               | 
               | Although, saying "it adds" is incomplete. What I mean is
               | it adds to the enjoyment of the game, there are games I
               | would enjoy less without "leveling up". Thus, leveling up
               | adds to a game by enhancing its primary purpose for
               | existing, mental stimulation and enjoyment.
        
           | Taylor_OD wrote:
           | Why don't you like achievements? I'm curious. I never cared
           | about them in the past and for most games they are just a
           | little nonsense side bubble that pop up sometimes. But for a
           | few games I've sunk a ton of hours into, mostly rouge likes,
           | they are fun to try to complete.
        
             | mikepurvis wrote:
             | As an adult gamer with limited time, I'm not a
             | completionist at all, so I sympathize with feeling that
             | achievements can be kind of naggy, like I'm being scolded
             | for not investing further in a title. Part of that is just
             | facing my own demons-- like, Spider-Man PS4 was a super fun
             | time; I played it through twice and got almost all the
             | trophies, but I'm not a bad person for being done with it
             | before getting the platinum.
             | 
             | On the other hand, recently playing Nobody Saves The World,
             | I've actually come to enjoy the little mini Form Quests
             | that it gives you-- you have to complete something like 200
             | of these to progress the main story (they award stars that
             | are needed to open key dungeon doors), but more
             | importantly, they encourage you to engage with the mix-and-
             | match abilities system that the game offers, which preps
             | you with the mindset that is needed to take on certain
             | late-game challenges.
             | 
             | Into The Breach is another excellent title that has in-game
             | completion tracking, encouraging you to get a 2-, 3-, and
             | 4-island victory with each set of mechs, and awarding
             | unlocks at certain milestones of those.
             | 
             | So I think I slightly resent but am happy to ignore "bolted
             | on" achievements that are purely observational, but I also
             | appreciate some games that do more with achievement-like
             | challenges in terms of pushing the player to try new
             | strategies.
        
               | AnIdiotOnTheNet wrote:
               | > Into The Breach is another excellent title that has in-
               | game completion tracking, encouraging you to get a 2-,
               | 3-, and 4-island victory with each set of mechs, and
               | awarding unlocks at certain milestones of those.
               | 
               | I f'ing hated the achievement-based unlocks in Into The
               | Breach. If you want to gate content behind beating the
               | game at certain difficulties or something, I guess that's
               | fine, but to do it with arbitrary numbers of random
               | bullshit objectives, many of them luck based, was
               | annoying as hell.
        
               | mikepurvis wrote:
               | > I f'ing hated the achievement-based unlocks in Into The
               | Breach.
               | 
               | That's a fair perspective. For my part, I felt pretty
               | consistently when I lost an ITB run that I deserved it--
               | I hadn't lost to a heartless RNG, I had lost because I
               | made a wrong choice, and the scenario would have been
               | beatable if I'd made different tradeoffs.
               | 
               | I think what I liked about the progressive unlocking was
               | that I was never overwhelmed by too much choice upfront
               | as happens in some games (think old school RPGs with a
               | spreadsheet character builder as the first screen), and I
               | felt when I did get a new team unlocked like I'd really
               | put in the effort and earned it; I was excited to try it
               | out in a way that I wouldn't be if I just had them all
               | available from the beginning (or unlocked via some other
               | means that I hadn't worked for).
        
               | AnIdiotOnTheNet wrote:
               | > That's a fair perspective. For my part, I felt pretty
               | consistently when I lost an ITB run that I deserved it--
               | I hadn't lost to a heartless RNG, I had lost because I
               | made a wrong choice, and the scenario would have been
               | beatable if I'd made different tradeoffs.
               | 
               | ....which has absolutely nothing to do with achievements?
               | I agree, the game design was fine in this regard, it is
               | the gating of unlocks behind arbitrary objectives relying
               | on luck that I have a problem with[0]. If they just gated
               | each team behind beating the game with a previous team I
               | wouldn't have complained.
               | 
               | [0] Specifically, unlocking certain characters relied on
               | luck based events, as did even having an attempt at some
               | of the achievements. All achievements need to be unlocked
               | for the final team, which I never got because fuck that
               | noise.
        
             | brnt wrote:
             | They are a meta game and feel like cheap way to encourage
             | me to play more. A game, at least that's how I prefer it,
             | should just be so good that I will want to play more. Games
             | should trust their own quality, and let the player have
             | their own experience of it, not incentivize or normalize
             | the experience.
        
             | TulliusCicero wrote:
             | I feel similarly sometimes myself. It's like those studies
             | on giving money to little kids when they draw. You're doing
             | something for the intrinsic reward, the joy of playing, and
             | now they've slapped on some extrinsic reward you didn't ask
             | for. So the game makes you feel, on some level, that you're
             | doing it for the extrinsic reward, and it saps some of the
             | intrinsic joy you felt earlier.
             | 
             | https://www.spring.org.uk/2021/07/intrinsic-motivation.php
             | 
             | > So, those who had previously liked drawing (high
             | intrinsic motivation) were less motivated once they
             | expected to be rewarded for the activity.
             | 
             | > In fact the expected reward reduced the amount of
             | spontaneous drawing the children did by half.
        
         | savanaly wrote:
         | Agree. There are other types of games besides straightforward
         | puzzle and platforming games!
        
         | bradly wrote:
         | Arena is pretty bad. Definitely dark patterns are being used
         | with their gold/gem economy.
        
         | crooked-v wrote:
         | > A leveling up system
         | 
         | > Getting better tools/equipment as the game progresses
         | 
         | These two in particular have been a consistent part of game
         | design for a long time because they ease players into
         | increasing gameplay complexity over time. Metroid games are a
         | simple example: when you start off you can run, jump and shoot,
         | and by the end of the game you're using every button on the
         | controller (sometimes multiple at once) and probably have other
         | abilities you can toggle on and off.
        
         | gfody wrote:
         | otoh I looked up a few games my kids play that I consider to be
         | flagrantly evil (genshin, gardenscapes, emojiblitz) and they
         | all score a "neutral" here
        
         | dmonitor wrote:
         | improving in skill creates investment in the game, which is
         | apparently bad according to one of the bullet points.
         | 
         | I like the concept and think this is a topic that deserves more
         | attention, but the definition is broad to the point of
         | meaninglessness
        
       | atum47 wrote:
       | This seems like a nice list to be on; how do I submit my game? It
       | has no ads, no dark patterns...
       | 
       | https://play.google.com/store/apps/details?id=com.victorribe...
       | 
       | Android only for now, but an apple version could be arranged
        
       | errcorrectcode wrote:
       | Why I love retro DOS and Window games. Basically none of this
       | nonsense.
        
       | lucideer wrote:
       | Great website. I'll be using this.
       | 
       | Two small bits of UI feedback:
       | 
       | 1. It's not extremely clear that the search field is usable
       | 
       | 2. Feature request (probably for medium term, I get this is a
       | very new project): The 4 boxes up top giving a breakdown of
       | different dark patterns is cool, but it would be cooler to filter
       | granularly. e.g. some might not care too much to avoid such
       | things as grinding or "complete the collection", but would still
       | like to avoid others.
        
       | mdrzn wrote:
       | After a quick skimming of both dark and non-dark pattern games,
       | seems that most of the dark pattern ones are free with in-app
       | purchases, while the non-dark pattern games are priced at a
       | couple dollars, sometimes with zero in app purchases.
       | 
       | Different revenue models.
        
         | TulliusCicero wrote:
         | A while back I tried to find some good rhythm games for mobile,
         | and they seemed to fall into two categories:
         | 
         | * Unpolished games with more limited and/or less interesting
         | content that you could buy for a straight fee
         | 
         | * Fun-looking, polished games with songs I wanted to try that
         | were filled with energy systems and ways to get you to spend
         | money forever and ever
        
           | jamesgeck0 wrote:
           | osu!stream is a pretty good free one on iOS, but
           | unfortunately they're done updating it.
        
       | saint_angels wrote:
       | I think the website would be more useful, if you can select what
       | patterns you personally consider "dark" and filter by those. For
       | example, I don't consider "Variable Rewards" as a dark pattern
       | and don't want it to affect game scores in a list.
        
         | wantsanagent wrote:
         | Ironically variable reward schedules are the most powerful
         | reward schedules for maintaining behavior in the absence of
         | further rewards. I know you're not a rat/pidgeon but it's just
         | funny you picked the one that classical behavioral psychology
         | would say is close to the most influential.
        
       | k__ wrote:
       | I always see cool ads for games that have nothing to do with the
       | games I end up installing.
       | 
       | Would be nice to find the real games, if they even exist.
        
       | csours wrote:
       | Rule 1 of picking mobile games: If it's "free" and is sponsoring
       | a YouTube video, or if it's advertised in another mobile game, or
       | if it advertised in the store, DON'T PLAY IT, because it is not a
       | game!
       | 
       | I wish the stores had an "In Game Currency" filter, not just "In
       | App Purchases".
        
       | mmh0000 wrote:
       | I avoid all mobile games because they're, for the most part, just
       | spyware. I read though this list hoping to find something,
       | clicking a few random games, everything looks pretty similar:
       | Data Linked to You The following data may be collected and linked
       | to your identity:       Purchases       Location
       | Identifiers       Diagnostics       Other Data
       | 
       | I'm sorry, but no. You do not need my location, identifies or
       | other data. gtfo
        
       | hnthrowaway0315 wrote:
       | Some recommendations:
       | 
       | If you enjoy Wizardry, there is a Japanese developer who
       | developed a few WZ clones. Just search "Wizardry" in Google play
       | and you should find it. It's called the "Wandroid" series. AFAIS
       | the sales were decent (1K+ for the first game) for such a game.
       | 
       | There are also mobile ports for classic games such as "Dungeon
       | Master". But overall, I don't see Mobile as a healthy gaming
       | platform.
        
       | BudaDude wrote:
       | Great website ! I was surprised to not see Magic Arena on there .
        
       | Kiro wrote:
       | I love grinding and found a lot of good games in the "Dark Games"
       | section so thanks!
        
       | yelling_cat wrote:
       | Plenty of great word or number games only cost a couple of bucks
       | to buy or remove ads on forever and have no other IAPs. Half of
       | my family is obsessed with Wordsmyth at the moment. Most mobile
       | action games are stuffed with dark patterns these days, but there
       | are plenty of great ports with only one-time charges. Rockstar's
       | ported Max Payne and most of their great PS2-era games: GTA III,
       | Vice City, San Andreas, Bully, Max Payne, etc.
        
       | banana_giraffe wrote:
       | The two games I looked up have a handful of votes, but are wrong,
       | or based on a optimistic view of a portion of the game.
       | 
       | Which is to say, it feels like this site itself is being gamified
       | to a degree. Fans of games will no doubt "vouch" for their
       | favorite game, ignoring dark patterns unless they're severe.
        
         | aeternum wrote:
         | It's a great idea but terrible UI. The sort needs to be
         | different, a game with a single 5.0 rating should not appear
         | above a game with 10,000 reviews but a 4.99 rating.
        
       | spamtarget wrote:
       | This is really great. Is there something similar to non-gaming
       | software?
        
         | fire wrote:
         | I believe https://www.darkpatterns.org/ is a general Dark
         | Patterns site
        
       | cardosof wrote:
       | Recently I've bought a Nintendo Switch because I've come to the
       | realization that mobile games (I play on a high end tablet) are
       | inferior. Why? Because most of then rely on dark patterns to get
       | you watching ads or paying lots of money to roll chances like a
       | casino. Console games are more likely to provide you a quality,
       | limited time, instead of the opposite -infinite low quality time.
        
       | thenerdhead wrote:
       | So this can help parents and kids with mobile games, but let's
       | talk about the elephant in the room of the games we ourselves are
       | addicted to or our kids keep coming back to play.
       | 
       | When I was a teen I was addicted to World of Warcraft. I played
       | for a few years before quitting. My grades dropped, my social
       | life was hurting, and all for just in game items? I remember how
       | worried my parents were about my screen time and the lengths they
       | went to try and limit it.
       | 
       | Some of my best friends continue to play to this day and keep
       | telling me that they are bored with it and will quit next
       | expansion. They are now re-playing the same game over like they
       | did with me a decade ago as it's now a "classic" version.
       | 
       | How do we help people get help they desire when these games
       | create almost a combative, intervention needed type of situation?
       | 
       | There's https://www.restartlife.com/ and other similar types of
       | websites out there to help, but I feel like the problem is the
       | dark patterns already have a hold on one's behavior to the point
       | where only that person can be the agent of change or a major
       | event happens in their life to spark the change.
        
         | Bancakes wrote:
         | You can't think in interventions. A person has to realise their
         | way of life objectively and _feel_ they are making a mistake.
         | They don 't _feel_ WoW is a waste of time. Same thing with
         | weight loss.
        
           | thenerdhead wrote:
           | It was used in reference to a friend who has told me
           | countlessly that they want to quit but they don't know how. I
           | also ran into this as a teen but "woke" up from it when going
           | to college.
        
         | TulliusCicero wrote:
         | Reminds me of the studies with drug addiction and rats. IIRC
         | some of the early studies about how certain drugs were so
         | addictive were done with rats who basically couldn't do
         | anything else, and when you give the rats other things to do in
         | their life, suddenly the drugs aren't as interesting.
         | 
         | I think the fundamental thing about playing repetitive games
         | like WoW forever is that the skinner box is more interesting
         | than real life, which is more an indictment of their real life
         | than the game. Not sure how to fix that, though, and certainly
         | there are people who can enjoy MMO's in moderation.
        
           | vharuck wrote:
           | This may not be true for everyone, but it was for me. In
           | college, I was skipping classes and ignoring friends. I just
           | stayed in my room and played WoW. Then my graphics card
           | kicked the bucket, and the game was unplayable. So I stayed
           | in the library and read random books, skipping classes and
           | ignoring friends.
           | 
           | I wasn't addicted to WoW. I just had major depression. After
           | dealing with that over many years, I got back into WoW.
           | Played a lot less of it, then.
        
             | TulliusCicero wrote:
             | I had the same problem with spending too much time in
             | Warcraft 3 in college.
             | 
             | I dunno if I'd say that I was depressed, exactly, but I was
             | feeling overwhelmed by my classes. Like many of us here,
             | I'd had a very easy time in high school, and I was unused
             | to classes that would seriously challenge me, where it
             | would be a struggle to learn some of the content. That,
             | combined with new freedom (I was several hundred miles away
             | from home, and my parents had been fairly
             | sheltering/controlling) did not make for a disciplined
             | student, and I ended up getting academically suspended.
             | 
             | Came back several years later with my head on straight and
             | retook the various classes I failed, mostly getting A's.
             | Was actually getting an academic scholarship from my GPA by
             | my last semester.
        
         | nouveaux wrote:
         | Quitting World of Warcraft may have similarities to quitting
         | smoking. The thing that brings ex smokers back to smoking is
         | the social component.
        
       | GuB-42 wrote:
       | Interesting how some "dark patterns", especially of the
       | psychological kind, are actually important elements of good game
       | design.
       | 
       | For example the "illusion of control" (The game cheats or hides
       | information to make you think you're better than you actually
       | are) is everywhere, and it makes better games. One classic
       | example is "coyote time" in platform games. Or for a more
       | specific example, in Portal, at one time, you have to quickly
       | fire a portal to avoid being crushed, it is a tense situation,
       | and an important part of the story. So, to avoid a stupid death
       | at the worst time, if you fire the wrong portal, it silently
       | switches the other portal to correct your mistake.
       | 
       | Aesthetic Manipulations (Trick questions or toying with emotions
       | or our subconscious desires) is the entire point of many games.
       | We _want_ games to play with our emotions. Take a horror game for
       | instance, you are sitting on a couch, at home, in the least scary
       | environment you can imagine, the game has to pull all the trick
       | on you if you want the scares you paid for. And no one is going
       | to tell you that getting attached to characters is a bad thing
       | and they would rather see them as the bunch of pixels they are.
       | 
       | Frequency biases are all over the place too, usually in favor of
       | the player. So much that when the game uses true randomness, it
       | feels unfair. Good games are designed for player enjoyment, not
       | to punish them with randomness.
       | 
       | It also considers competition a dark pattern, are sports a dark
       | pattern too?
        
         | dragontamer wrote:
         | Homing bullets in Halo was my introduction to the concept.
         | Lesser players may not know this: but _ALL_ bullets (except
         | sniper shots) home in Halo, not just Needler shots.
         | 
         | Those crazy across-the-map pistol headshots you were doing do
         | have an element of skill, but as a console platformer with
         | relatively poor joystick controls (compared to accurate
         | keyboard/mouse controls), it was necessary to have this auto-
         | aim in order for fast-paced combat to exist.
         | 
         | Besides, no one plays FPS games to practice joystick control or
         | aim. The "fun" part of the game is positioning and team-
         | dynamics.
         | 
         | -------
         | 
         | This isn't a dark pattern at all. Its necessary to make the
         | "mundane" or "unfun" parts more automated, so that the players
         | can focus on the fun parts.
        
           | hunterb123 wrote:
           | It's not the bullet that "homes", it's your crosshair that
           | has a bit of stickyness.
           | 
           | If someone walks by you slowly it'll grab on to them and
           | follow it.
           | 
           | You need a little bit of auto aim because aiming with your
           | thumbs (joystick) isn't as accurate as a your wrist (mouse).
           | 
           | It's the reason why sweep shooting works so well. Sweep your
           | crosshairs across the screen, pull the trigger when it
           | crosses something, it'll hold onto them slightly as it goes
           | by.
           | 
           | You can still be more accurate on a PC without autoaim vs a
           | console with.
           | 
           | > Besides, no one plays FPS games to practice joystick
           | control or aim
           | 
           | Not really true. They do to be better among their peers,
           | doesn't matter if there are PC players out there, irrelevant.
           | 
           | Auto aim is simply necessary to fix a limitation in the
           | hardware, sometimes it gets in the way, most of the time it
           | helps with frustration of the dead area of the joystick.
        
             | Buttons840 wrote:
             | Its probably both, but even without the auto tracking you
             | describe, it's still quite possible for the space within a
             | single pixel to be mostly misses. If someone positions
             | their cursor in this single pixel, the game gives them the
             | benefit of the doubt and counts it as a hit.
        
             | idonotknowwhy wrote:
             | It's both actually. I play mcc on PC. Controller players
             | get that very obvious cross hair aim you mention, and
             | keyboard/mouse players don't. That's why all the pro
             | players use controller, a 150ms latency human can't compete
             | with the aimbot.
             | 
             | But there's also subtle bullet magnetism, for both
             | controller and kb/mouse players.
             | 
             | There are YouTube videos demonstrating this if you're
             | interested.
             | 
             | I prefer keyboard/mouse which puts me at a disadvantage but
             | I'm not a pro player so I don't mind.
        
             | dragontamer wrote:
             | > Not really true. They do to be better among their peers,
             | doesn't matter if there are PC players out there,
             | irrelevant.
             | 
             | If you really wanted to be a player without autoaim /
             | bullet magnetism / all the stuff Halo "aimbots" into your
             | controller, you'd be playing Counterstrike.
             | 
             | But no, people play Halo. Because people like (subtle)
             | aimbots making their headshots more consistent. Games like
             | Halo (and other FPS games that came after Halo, such as
             | Battlefront or Call of Duty) all take this auto-aim concept
             | to varying degrees.
             | 
             | Its now a staple of modern FPS games.
             | 
             | ------
             | 
             | But yes, I recall the "mouse practice" people would do to
             | get better aim on Counterstrike. Those headshots don't
             | happen by themselves: there's a lot of "move the mouse"
             | practice in Microsoft-paint (practice moving one pixel at a
             | time or whatever), and learning the positions of your
             | wrist.
             | 
             | Most people don't care about that level of dedication or
             | practice. I think it suffices to say that typical FPS
             | gamers today prefer the subtle aimbot to handle that level
             | of muscle memory.
             | 
             | I'm being a bit hyperbolic. Obviously the "Counterstrike"
             | players and community cares about this stuff. That's why
             | they still play Counterstrike. But I also am ready to admit
             | that their community is a small minority of players in the
             | greater FPS genre.
             | 
             | -------
             | 
             | "360 No Scope" happens to take advantage of this bullet
             | magnetism / autoaim as well. Moving the reticle quickly
             | IIRC engages the auto-aim bot a bit more.
             | 
             | > It's the reason why sweep shooting works so well. Sweep
             | your crosshairs across the screen, pull the trigger when it
             | crosses something, it'll hold onto them slightly as it goes
             | by.
             | 
             | The game's "auto-aim" system effectively fires two bullets
             | for each frame. If your target is "between" the two
             | bullets, then it counts as a hit.
             | 
             | Sweep-shooting is moving the crosshairs really fast, so
             | that these two "bullets" are spaced as far apart as
             | possible. So you've grown the auto-aim area.
        
               | chrischen wrote:
               | > But no, people play Halo. Because people like (subtle)
               | aimbots making their headshots more consistent.
               | 
               | Valorant, a counter-strike like game, is actually more
               | popular than the current Halo game.
               | 
               | And let's not forget PUBG, originally a PC-only game,
               | that was wildly popular. No aimbot in there either and
               | not only was there no auto-aim, bullets don't even go
               | where you click because they obeyed physics!
        
         | unfocussed_mike wrote:
         | > Interesting how some "dark patterns", especially of the
         | psychological kind, are actually important elements of good
         | game design.
         | 
         | Right.
         | 
         | I really think this website is a _great_ idea, but I 'm
         | surprised to see people reporting "dark" patterns in Lumino
         | City, for example, when what they are actually talking about is
         | a game so beautiful and gently maddening that you want to
         | finish it.
        
         | gfody wrote:
         | Pacman is a good example - the ghosts are deliberately simple
         | so you have a chance of avoiding them and the game is fun. I
         | wouldn't call it a "dark" pattern unless the ghosts were also
         | mind hacking my desire to play more with gacha techniques
        
           | dragontamer wrote:
           | Pacman is funny: one ghost was incredibly bugged and
           | basically doesn't function right.
           | 
           | They fixed the glitch in "Ms. Pacman", and the game
           | definitely feels better because of it.
           | 
           | ----------
           | 
           | Strong Ms. Pacman players know the personalities of the
           | ghosts. IIRC, Blinky (Red) aims at a direct path towards the
           | player. I think the Blue-one IIRC tries to form a pincer
           | attack. The other two I always forget (I'm not strong enough
           | to really pick them apart at that level... but I'm strong
           | enough to avoid most Blinky issues).
        
             | gfody wrote:
             | you're thinking of Clyde
             | (https://ryanharveyauthor.com/2018/09/27/learning-clyde-
             | sensi...) he's the most interesting one
        
         | CapsAdmin wrote:
         | I agree that these probably shouldn't be called dark patterns,
         | maybe neutral?
         | 
         | > For example the "illusion of control" is everywhere, and it
         | makes better games.
         | 
         | But what is a better game? A game that is enjoyed by most
         | people, good retention or maybe a bit of both?
         | 
         | I'm also curious to see your take on what a dark pattern is.
        
       | frankohn wrote:
       | Games with dark patterns are an overwhelming majority on Android.
       | That's sad because they abuse fragile people and children.
       | 
       | That didn't had to be that way if Google didn't promote its ad-
       | based revenue model for apps and games. To my eyes they are
       | responsible for the current situation.
        
         | brnt wrote:
         | Every time I open the app store on my Android phone, I am
         | amazed at the utter drivel it presents me with. I guess that's
         | the attention economy at work.
        
       | sorenn111 wrote:
       | Relevant plug for Lichess mobile app (I am not affiliated). It's
       | a free chess app that allows for rated play against opponents.
       | Tens of thousands of concurrent games. No ads or payments (I
       | don't remember if I paid, but I would be happy to support). No
       | bells, no whistles, just chess.
       | 
       | I have a pseudo addictive personality and mobile phone games P2W
       | have gotten me to shell out more than I'd care to admit. I've
       | stopped playing all such mobile games and my "nicotine gum" game
       | was getting back to my roots (elementary school chess team):
       | mobile chess from Lichess.
        
       | copperwater69 wrote:
       | I used to play team fortress 2. In TF2 whenever you hit an enemy
       | a bell is rung. I remember laying in bed one night and all I
       | could hear was that bell ringing and I felt like one of pavlovs
       | dogs.
        
         | X6S1x6Okd1st wrote:
         | That's not really considered a dark pattern, seems like an
         | auditory "tetris effect"
        
         | TulliusCicero wrote:
         | If this is considered a dark pattern, you could consider almost
         | anything that makes a game enjoyable to be a dark pattern.
         | Because, y'know, a really enjoyable game might make you think
         | about it at other times! You might even feel like going back to
         | the game and playing it, because you enjoy it so much!
         | 
         | "Wow, the controls in this game are really tight, it feels
         | amazing to play...nice try, Miyamoto, you won't get me _this_
         | time! " *chucks Switch out the window*
        
           | nouveaux wrote:
           | I think there is a more genuine take. The bell is not what
           | makes TF2 enjoyable. The fact that GP is thinking about the
           | bell instead of his game session brings into question whether
           | or not it's a dark pattern.
        
             | TulliusCicero wrote:
             | Hard disagree. I mean, it's only one tiny part of the game,
             | but sound design is a big part of what makes weapons feel
             | 'chunky' or powerful or satisfying, and it sounds like this
             | is similar. With the other part being that the distinct
             | sound is useful from a gameplay transparency perspective,
             | it means players are very aware when their shots land or
             | not.
             | 
             | I played a lot of Overwatch for a while, and it had some
             | similar sound design IIRC.
        
               | nouveaux wrote:
               | I agree that sounds and details play an important part of
               | the game and there are sounds that are quite famous
               | (Mario). I am merely saying that it not u reasonable to
               | be question whether or not sounds can be a dark pattern.
               | I didn't draw any conclusions myself.
        
               | TulliusCicero wrote:
               | > I didn't draw any conclusions myself.
               | 
               | Yes, you did:
               | 
               | > The bell is not what makes TF2 enjoyable.
               | 
               | But yeah I otherwise agree.
        
             | [deleted]
        
         | dawnerd wrote:
         | I believe thats an option to disable, but it's just too helpful
         | to not have.
        
           | Fernicia wrote:
           | Unless they've changed it, the default is that it's off.
        
         | BiteCode_dev wrote:
         | When I was a kid, I played bomberman too much with some friends
         | one summer.
         | 
         | Going to sleep, I had the levels blinking through my eyes for
         | 20 minutes before my mind could finally find some rest.
        
           | jwdunne wrote:
           | Happened to me with both Bejewelled and Candy Crush. I went
           | to sleep with jewels and candies moving around and matching
           | up. That's where I drew the line.
        
       | duxup wrote:
       | I like this idea BUT... I feel like this is too much of boolean
       | checkbox type situation.
       | 
       | I play a game that is on the F2P model. You can play free and
       | it's great. If you pay you get some advantages as far as
       | progression goes and some vehicles that are better than free
       | vehicles (sometimes...) but IMO ultimately it's the skill of the
       | player that determines your experience.
       | 
       | The game has the usual loot boxes and stuff I don't care for. I
       | just don't do that stuff.
       | 
       | I really like the game ... it plays well and I've no problem
       | throwing a couple bucks their way from time to time.
       | 
       | I've gotten more out of it than many $60 AAA titles.
       | 
       | If I went by check boxes the game has everything I hate, and yet
       | I really enjoy playing and don't have to do any of the 'dark
       | pattern' stuff.
       | 
       | It's just to binary to say "has X is Y bad".
        
       | kovek wrote:
       | Reminds me of the games Buddha would not play
        
       | SethTro wrote:
       | I hate absolute ratings (e.g. 5/5 with 1 vote being ranked higher
       | than 4.99/5 with 100 votes).
       | 
       | All the top games seem to have 1 report giving everything
       | positive ratings so that other fabulous games with more ratings
       | but say a 4.97 rating are lost.
       | 
       | https://www.evanmiller.org/how-not-to-sort-by-average-rating...
        
         | null0pointer wrote:
         | 3blue1brown has a great series of videos about how you should
         | reason about these types of ratings.
         | 
         | https://www.youtube.com/watch?v=8idr1WZ1A7Q
        
       | joeframbach wrote:
       | Hilarious filter pattern in use in the top games list:
       | https://www.darkpattern.games/games.php?alignment=dark. At the
       | top is a "Filter by Platform" list which filters _out_ , not
       | _in_. I clicked the Android logo expecting, you know, to filter
       | for Android. The resulting querystring when you click Android is
       | "?alignment=dark&android=0". It literally filters _out_ not _in_.
        
       | causality0 wrote:
       | You want healthy mobile games? Emulate console games from before
       | consoles were online. There you go, thousands of games created
       | purely to be games.
        
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       (page generated 2022-02-03 23:00 UTC)