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This is GREAT! I've been thinking a lot about how the spirit of gambling haunts all of culture now. Even the AI crap is gambling. I'm pretty certain the reason folks find vibe coding so addicting is that it only works some of the time. Spin the wheel, finish the job in 5 min or debug for an hour.

To me Vampire Survivors is a bit less ick than all the clones, there's something genuinely charming about the ripped-sprite-ish aesthetic and Italian names. The streamlining of controls/play to be purely "what can be done only with movement/position" is IMO pretty interesting!

But yeah, sadly it's very much "this is gambling". And/or, one way I like to think about it is "15-minute-long orgasm simulator": once your build gets to where you can just stand there, it's exciting at first, but then you just have to stand there for an interminable orgiastic particle-frenzy.

No, not at all. A “fair” roguelike/lite that does not require a lot of incremental growth across runs is fine, though you still need to watch for other dark patterns. I just wrote about how much I liked UFO 50’s Velgress, and Evil Egg was on of my favourites of last year.

great article, and it's nice to see the consensus slowly but surely change for games which any waste your time without meaningful play. though I think it misses the strong influence of mobile games retention-based design in vampire survivors, since that game is basically archero without the IAP.

I used to think that VS was a trojan horse that laundered mobile dark pattern bullshit into the premium PC and console market, but considering how mobile (and also roblox and AAA gacha) have been the main gateway into gaming for around a decade, it is kind of inevitable that shift would happen

also, the fact that the Steam recommendation algorithm privileges games with high session and playtime count also partially explain the success of this and its ilk, and also why idle/clickers are basically the only financially viable alternative for indies on that platform as of now

Thanks! I guess I could have been clearer that mobile/gatcha is the parallel evolution I was talking about, but the techniques are such in lockstep with modern gambling design that honestly I felt like I would just be getting into the weeds. Really just want designers to interrogate their decisons

yeah, I tried and fail to articulate my thoughts about this several times,as it is a much more complex issue than it initially appears. it encompasses games weird historic relationship to gambling, from arcades to lootboxes. tho that seems quaint as Actual Gambling is literally everywhere nowadays