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Exploitative Patternsin Games
T1LowEvidence: Moderate

Grinding / engineered repetition

Repetitive effort is inflated to extend play or to drive pay-to-skip purchases.

Code
T1
Category
Temporal & attention
Severity
Low
Evidence
ModerateOften normalised as 'progression'; harmful chiefly when monetized.
Purpose served
Gameplay & businessServes play and the provider at once — the contested middle where context decides whether it's deceptive.
Mechanism family
Temporal
Platforms
Mobile / F2P · PC / console · Live-service
Player costs
Time / attentionFinancial
Modes
Exploitative
Also known as
grinding, engineered repetition

How it works

Reward curves are tuned so meaningful progress requires large amounts of repetitive activity.

Why it can be harmful

Benign as pacing, it becomes exploitative when paired with paid shortcuts or when the dose is tuned for retention over enjoyment. A clear case where context, not the mechanic, decides harm.

Examples in the wild

  • Hundreds of identical runs for one upgrade
  • XP curves that flatten right before a paywall

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

References

  1. Karlsen, F. (2019). Exploited or engaged? Dark game design patterns in Clicker Heroes, FarmVille 2, and World of Warcraft. Transgression in Games and Play. MIT Press. doi.org/10.7551/mitpress/11550.003.0019 · citing patterns

Community catalogue

The community site DarkPattern.games catalogues a related pattern, “Grinding”, with 10+ example game mentions captured in our source crawl, including Dye Hard - Color War, Hatch Dragons, Pixel Starships™ Space MMORPG, Royal Kingdom.

Community-contributed and votes-based; the listed game titles are page-level examples from that catalogue, not a full game-profile crawl or our assessment. View on DarkPattern.games →

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