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When the Loot Lies: Dark Design Patterns in ARPGs
Human-Computer Interaction Lance Bunt Human-Computer Interaction Lance Bunt

When the Loot Lies: Dark Design Patterns in ARPGs

In the evolving landscape of Action Role-Playing Games, not all design serves the player. Diablo IV exemplifies how modern ARPGs use dark design patterns—loot systems that mimic slot machines, boss fights padded for engagement metrics, visual clutter that obscures learning, and seasonal resets that exploit FOMO. These systems don’t empower; they entrap. This critique exposes how such mechanics mirror broader digital ecosystems built on attention extraction. In response, it calls for a shift toward human-centred design—one that respects player agency, fosters clarity, and prioritises meaningful engagement over compulsive loops.

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