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 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.
dwindling7373@feddit.it 3 weeks ago
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.
azulavoir@sh.itjust.works 3 weeks ago
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.
Sinuousity@lemmy.world 3 weeks ago
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
ericbomb@lemmy.world 3 weeks ago
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.