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Exploitative Patternsin Games
I16MediumEvidence: Emerging

Feedforward ambiguity / unclear consequences

The interface fails to make clear what a button, prompt, or action will actually do before the player commits.

Code
I16
Category
Informational / interface
Severity
Medium
Evidence
EmergingGray et al. introduce feedforward ambiguity as a pattern; game-specific support comes from player-perception work on deceptive gameplay and interface cues.
Purpose served
Serves businessPrimarily serves the provider's revenue, retention, or data — the most suspect.
Mechanism family
Interface interference
Platforms
Mobile / F2P · PC / console · Live-service
Player costs
Autonomy / choiceFinancialEmotional / psychological
Modes
DeceptiveManipulative
Target Audience
developers
Also known as
unclear consequence, ambiguous action, misleading affordance

How it works

Labels, icons, animations, or placement suggest one outcome while the actual outcome is different or materially more consequential. Unlike broad trick wording, the problem is the missing or misleading feedforward cue about what will happen next.

Why it can be harmful

Games often ask for rapid, repeated action. When consequence cues are ambiguous, players can spend currency, consume scarce resources, reveal data, start timers, or change irreversible settings without a fair chance to predict the result.

Examples in the wild

  • A glowing 'open' affordance that consumes premium currency without saying so
  • A reroll button that spends a rare item without previewing the cost
  • A game social-share icon that posts publicly rather than opening a private invite
  • A claim prompt that starts a timed event instead of merely collecting a reward

Illustrative genre examples to aid recognition — not allegations about specific titles.

References

  1. Gray, C. M.; Santos, C. T.; Bielova, N.; Mildner, T. (2024). An ontology of dark patterns knowledge: Foundations, definitions, and a pathway for shared knowledge-building. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3613904.3642436 · citing patterns
  2. King, J. (2023). Investigating players' perceptions of deceptive design practices within a 3D gameplay context. Proceedings of the ACM on Human-Computer Interaction (CHI PLAY). doi.org/10.1145/3611053 · citing patterns
  3. Yin, M. (2024). Lies, deceit, and hallucinations: Player perception and expectations regarding trust and deception in games. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. doi.org/10.1145/3613904.3642253 · citing patterns
  4. Deceptive Design (n.d.). Trick wording. Deceptive Design. deceptive.design/types/trick-wording/ · citing patterns

Related patterns