From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition
Hilda Hadan, Sabrina Alicia Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke
TL;DR
This study investigates deceptive design during a game's shift to Free-to-Play, using Overwatch and its OW2 transition as a case study. It employs a two-phase methodology comprising a systematic OW2 OW1 game-mechanics analysis to identify $9$ deceptive mechanics mapping to $12$ patterns, and a thematic Reddit analysis (from $n=346$ posts) to link those patterns to player experiences. The findings reveal pervasive time-sink, money-sink, social, and psychological tactics that correlate with predatory marketing, disappointment, and worsened publisher reputation, while also offering remedies such as improved rewards, fair pricing, and transparent communication. The work highlights the central role of player perception in detecting deceptive design and argues for more comprehensive, game-specific taxonomies to guide ethical game-design practices during business-model transitions. Overall, the paper provides actionable guidance for designers and publishers to balance player investments with fair rewards, preserve fundamental motivation, and build trust during F2P transitions, with implications for industry ethics and player rights.
Abstract
Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game's transition to F2P and its impacts on players. Our analysis focuses on game mechanics and a Reddit analysis of the Overwatch (OW) series after it transitioned to an F2P model. Our study identifies nine game mechanics that use deceptive design patterns. We also identify factors contributing to a negative gameplay experience. Business model transitions in games present possibilities for problematic practices. Our findings identify the need for game developers and publishers to balance player investments and fairness of rewards. A game's successful transition depends on maintaining fundamental components of player motivation and ensuring transparent communication. Compared to existing taxonomies in other media, games need a comprehensive classification of deceptive design. We emphasize the importance of understanding player perceptions and the impact of deceptive practices in future research.
