|
If you’re intentionally making dull games with variable ratio extrinsic motivators to separate people from their money, you have my pity. - Chris Hecker
Designers know what they are doing. They know when they show up in the office – “My goal is to degrade the player’s quality of life”. They probably won’t think about that exact phrase. But [they'll think], “My goal is to get people to think about my game and to put more money into my game and get other friends to play my game to the exclusion of all other games and all other things that they might do with their free time.” That is the job description of those designers. And that’s evil. It’s not about giving people anything. It’s about taking from people. - Jonathan Blow
I was recently introduced to Harry Brignull's concept of "Dark Patterns". These are UI design techniques that "do not have the user’s interests in mind", like disguising advertisements or trying to engineer accidental purchases. They are, in total, despicable.
Brignull draws inspiration from the world of Search Engine Optimization, which has divided itself between black hat SEO and white hat SEO based on whether the techniques employ deception or conform to the guidelines of the search engines. This, in turn, was inspired by the black hat and white hat hacker classifications.
I'm starting to think that these labels would be helpful in the realm of game design. There's a fairly clear difference between design philosophies that try to bring something good into the world versus those that merely try to take money out of it. Of course, this concept is nothing new; I'm cribbing here from Jonathan Blow, David Sirlin, Steve Swink, Chris Hecker, and plenty of others, but I think that this particular white hat / black hat divide is an extremely useful device for a few reasons:
1) It frames the discussion as a matter of alignment, in which designers are forced to pick a side. That, in turn, requires designers to examine the motivations behind their design decisions. That sort of introspection is too often lacking. 2) It's focused on the designer, not the players. It would be paternalistic to tell players to avoid certain types of games, but unethical design practices are always wrong, even in moderation. 3) It's simply a useful rhetorical shorthand.
I won't presume to lay out a complete definition of what constitutes black hat game design, but here are a few starting guidelines:
Black hat: Designing to maximize profit with no concern for the player's quality of life. This often involves creating reward schedules aimed at increasing payments by engendering addiction and compulsion. Sometimes this is the result of an unbalanced metrics-focused design strategy.
White hat: Attempting to create a positive experience, first and foremost. This usually means offering something "fun", but it could also include artistic merit or some external humanitarian effect. Selling this experience is intended to be a fair trade.
Black hat: Cloning. This involves copying the entire design of a more innovative game with the intent of tapping into its potential revenues. This can unjustly muscle out the original creators, which stifles future innovation.
White hat: Designing with respect for the works of others and the health of the artistic ecosystem.
Black hat: Deceptive design. This involves bait and switch techniques (e.g. withholding content behind a pay wall in the "full version" of a game), tricking the player into situations that require payments or spamming friends, and any other strategies based on establishing false player expectations.
White hat: Full disclosure and honest portrayal of the game.
That's certainly not a full list, though. What are other black hat game design practices?
|
And some (lot of) deception is in player's favor (but I cannot imagine it being in player's favor when it involves money or needed time). So deception itself is not defining factor.
Some claim to be corporate angels also while censoring input in public forum for the express use of disarming potential buyers.
Anything that incorporates the Skinner box instead of fair play, more or less every triple A shooter employs this. WoT, Battlefield 3 ect.
Anything that incorporates the skinner box to retain retention value knowingly.
Paying for power ~ all triple A shooters also.
Not actually supporting your product when it's expected online ~
Or having community communication about expectations.
Ignoring large topic issues, without at least a stance.
Minor leagues stuff ~
Not delivering same type product in a series, but not explaining this to the community clearly enough ... DA2 for instance.
there are more but those are just off the top of my head.
Labeling something incorrectly to attract potential buyers, this is particularly a "RPG" issue being slapped on anything and everything, indiscriminantly.
Well, I suppose the key word is "unjustly," right? Can't really knock all of the 2D platformers that draw "inspiration" from its predecessors.
The problem of zero business ethics is bred to the bone in every industry, we emancipated morality from law and are paying the price because their is no common ground to right and wrong or justification thereby.
We have no way to govern ourselves now besides superimposed "scientific" make it up as you go law, based on human limitation of understanding. And so far, law hasn't kept up and it won't ever catch up because it doesn't have grounding in truth.
So the mess is now governed by "he who has the gold makes the rules." It's a self fulfilling justification for a lack of understanding. Since law isn't governs by morality, it mimics morality out of frustration. But the multi national issues just make the problems far worse.
The internet is governed by? Conflicting, utterly confused, self justifying large bodies of people in disagreement of it's purpose.
But the laughable part is most interested parties in this mess all worship the same creator ~ money.
control the money even in the immediate future and the industries will have no choice but to mimic morality if needs be.
For fun, we could reverse roles with the piracy issue and try to justify it; no one is forcing you to make the game, I'm downloading a copy not stealing, no one is "losing" anything, etc. All this justification does is ignore the social responsibilities that we were once proud of, playing word games to see who can be the most clever without really caring about the other side as people that deserve happiness and good fortune as well as we do. It weighs on me every day that we have come to this, and I hope it is a reversible trend.
http://www.physorg.com/news/2012-03-virtual-worlds-soft-people-movements.html
I'm pretty sure this is the first line in EA's mission statement.
What isn't ok ~ is the parent in regards to the childs protection was unable to delete access on site material via the sites control. Meaning the parent was unable to have the access denied via proof of child's age.
As adults we know we can simply use tools like site blocking via the browser. But that's not the issue, the issue is the site actually states in it's Eula that children under a certain age will be banned ect. from access if found to be under age.
There is no way however to engage this particular site ( i think social site) and demonstrate the parents desire to have the child's access removed. There is also no way to delete an account since the site does not ask for account information aside from age.