Refuse dark patterns — don't exploit cognitive biases to extract spending
GDC-L1-MON-000301
Statement
Do not use dark patterns — manipulative designs that exploit cognitive biases to get players to spend in ways they wouldn't on reflection. Artificial urgency (FOMO timers), sunk-cost and loss-aversion traps, obscured real costs (opaque currencies, layered conversions), and reward-anticipation loops belong on a refuse-list, not a design doc.
02
Rationale
Dark patterns work by overriding the player's judgment rather than earning their choice: they weaponize well-documented biases — loss aversion, the sunk-cost fallacy, reward anticipation, social pressure — and obscure information (the true cost to obtain a reward) so the player can't decide rationally [S-monetization-ethics]. This is exploitation, not persuasion, and it is most harmful to those least able to resist it — younger players and people vulnerable to compulsion. It is the monetization extreme of everything the constitution warns against: manufactured compulsion (PROG-0004), imposed friction (UX-0007), and the opposite of clear, honest communication (UX-0003, MON-0005). Beyond the ethics, it is increasingly a legal risk — regulators have fined publishers for undisclosed odds and disguised paywalls.
03
Applies when
Any monetization surface — stores, currencies, offers, loot mechanics, timers, bundles.
04
Does not apply / Exceptions
Not every persuasive technique is a dark pattern — a genuinely limited-time cosmetic, a clearly- priced bundle, or an honestly-communicated sale is legitimate marketing. The line is manipulation and concealment: exploiting bias and hiding true cost is the abuse; clear, honest offers are fine. Intent and transparency separate persuasion from a dark pattern.
05
Implementation
Keep a refuse-list: no fake scarcity/urgency, no obscured real-money cost, no currency mazes designed to hide value, no compulsion loops (loss-aversion streaks), no predatory targeting of spenders or minors. Show true costs and odds plainly (MON-0005). Design offers you'd be comfortable explaining to the player's face. Take extra care where minors may play (UX-0006's duty-of-care spirit extends here).
06
Disagreement
Engagement/revenue-optimization argues these techniques are effective, widely used, and that adults opt in freely; the player-respect/wellbeing position (this constitution's, and increasingly regulators') is that exploiting cognitive bias and concealing cost is manipulation that harms players, especially the vulnerable. This is a genuine, live industry and legal dispute — but the manipulation-and-concealment core is what this principle refuses.
07
Notes
The sharpest ethics principle in the MON domain, with legal as well as moral stakes; the extreme case of PROG-0004 (compulsion) and the opposite of honest communication (MON-0005, UX-0003). Confidence 4.
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Connected principles
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Source trail
S-monetization-ethicsRegistry entry →