[0] https://www.darkpattern.games/game/18554/0/hyperrogue.html
[0] https://www.darkpattern.games/game/18554/0/hyperrogue.html
The venn diagram between 'mechanics that make games fun' and 'dark patterns' (as described by this site) is basically a circle. The important thing isn't the patterns themselves, it's that they're used to make you spend money on microtransactions.
Looking at just the mechanics divorced of any context of the surrounding business/marketing/monetization is missing the point.
And this is true. In particular, competition where you gain rewards for staying on top of leaderboards, and there is a pay-to-win element. Competition isn't necessarily bad, competition can be fun, "but how is this game using competition" something you should think about before you get into a new game.
Sure there are some solitaire card games, and toys like yo-yos, kendama and the like that could be classified as games. But competition defines most of what we consider "games" up until computers were able to simulate the other players in the form of hostile/friendly npcs, computer controlled 'players' etc.
I don't really think Daily Rewards are a fun mechanic. Nor is Friend Spam, and Social Pyramid Scheme is rarely fun either.
Archery, for example, has its roots in improving your skills for the battlefield. But archery as an hobby, which goes back as long as the bow was invented, is simply for the enjoyment of doing it.
Kids playing together with toys is not a competition. Lego/Meccano/building blocks. The list goes on.
But they are. That you disagree is immaterial.
> Now you really convinced me!
Convincing you isn't important to me. Correcting you is.
I don't need it. English does as well. Your desire to change the definitions of things to suit your narrative means you are wrong.
> Truly, a martyr for the greater good.
Better that than a martyr for ignorance.