game design techniques that put players in situations in which the easiest solution gives the game designer something they want and involves the player doing something they don't want. Ie, pay real money to skip a wait or unlock a feature, get punished (or not rewarded) for not playing daily, get rewarded with game play currency or gear when connecting with friends to play, etc.
DavidDraper OP t1_j2fxfm2 wrote
Reply to comment by 184cm78kg13cm in Examples of AAA Games with the worst dark patterns by DavidDraper
Thanks!
D