For example “Reciprocity”. Unless it’s something I’ve never seen in gaming I don’t see how that’s a dark pattern. Giving other players stuff is not a dark pattern, the “dark pattern” is when the person feels like they should contribute back. How can a game make a player NOT feel like they should contribute back? There is nothing a game can do to fix this which is why I don’t see how that can be a dark pattern for games.
Some games do create a need to depend on some. For example, in Old School Runescape, you make a decision in a quest and rely on someone who made a different decision. You cannot change it and you do depend on them. So they may feel obliged to reciprocate. The obligation is created due to a game design decision rather than because of an intrinsic decision of players.
Some games are set in such a way where you cannot of progress without assistance. New players can get locked out of progression. Maybe this could be relevent in those cases.
For example “Reciprocity”. Unless it’s something I’ve never seen in gaming I don’t see how that’s a dark pattern. Giving other players stuff is not a dark pattern, the “dark pattern” is when the person feels like they should contribute back. How can a game make a player NOT feel like they should contribute back? There is nothing a game can do to fix this which is why I don’t see how that can be a dark pattern for games.
This one is a fair point.
Some games do create a need to depend on some. For example, in Old School Runescape, you make a decision in a quest and rely on someone who made a different decision. You cannot change it and you do depend on them. So they may feel obliged to reciprocate. The obligation is created due to a game design decision rather than because of an intrinsic decision of players.
Some games are set in such a way where you cannot of progress without assistance. New players can get locked out of progression. Maybe this could be relevent in those cases.