The Game Maker Ethics Bible
Chapters
Each chapter names one pattern and argues it: what it does, how to spot it, and why it matters. The dark ones are the tricks games play on the people who play them. The good ones are the design that treats a player’s time, money, and attention as things worth respecting. Together they’re the Game Maker Ethics Bible.
Dark UX
Patterns games use against the people who play them.
The Loot-Box Tell
2026 · JunThe Tuned Reveal
When a reward screen animates longer than it needs to, someone measured that the delay increases spend. The polish is the manipulation.
The Rotating Shop
2026 · JunManufactured Scarcity
The item shop that changes every day isn't a convenience — it's manufactured scarcity, engineered to convert 'I'll think about it' into 'buy it now before it's gone.'
Good UX
Design that respects a player's time, money, and attention.
Let Me Put It Down
2026 · JulThe Graceful Exit
The best respect a game can pay you is a clean exit — save anywhere, lose nothing, come back when you want. Design that fears the pause is designing against you.
No Second Currency
2026 · JunEarned-Only Power
Cosmetics you can earn or buy; power you can only earn. An interactive chapter — shop the store below and feel where the line should sit.