Chris Wilson, co‑founder of Grinding Gear Games and one of the creators of Path of Exile, released a video dissecting so‑called “dark patterns.”
He argues that contemporary games increasingly rely on behavioral tricks rather than straightforward game design.
I despise all of this. When I was growing up, games were made to be enjoyable, not to manipulate. Studios back then didn’t hire psychologists trying to reprogram players.
He says that, over the past decade, many live‑service games have structured progression so internal metrics climb at almost any cost. Some tactics are harmless, but a large share simply squeezes the player. Wilson points out that dark patterns are design choices that influence behavior to push people to spend more money or log more time than they intended.
He outlines specific examples: UI traps, hidden chains of paid upgrades where purchasing one unlocks another and compels spending beyond expectations. Daily rewards are a classic form. Wilson recounts a friend who walked six kilometers with a laptop just to keep his login streak intact. Players start logging in out of habit rather than genuine interest—the system builds a routine as automatic as brushing your teeth. As rewards escalate, the pressure mounts: miss one day and you lose everything.
He also calls out FOMO mechanics, time‑limited missions and friend invites that create social pressure. Gacha games, he argues, have taken this to the extreme with time‑limited character banners.
Source: iXBT.games
