antipattern

Use when

A monetization idea would profit from making the base game more tedious.

What it is. You inflate a cost — time, taps, waiting, backtracking — and then sell the antidote. The friction is not a design consequence; it is the inventory. The game is deliberately built worse so a purchase can make it briefly good.

Why it hurts. Every tuning decision now has a second, hostile master: the worse the base experience, the higher the willingness to pay. Design and player interest are pointed in opposite directions, so the game rots toward tedium by design.

The smell

Manufactured friction sold back as relief. The paid fix cures a problem the design invented. Strip the store and the game gets better, not worse — proof the friction was never for the player.

How it happens

StepWhat you doThe lie you tell yourself
1Set base progression far slower than fun”It respects long-term players.”
2Add a timer / stamina / dropped-drop gate”Pacing. Retention.”
3Price the skip against the pain, not the value”Optional. Nobody’s forced.”
4Tune the pain up when revenue dips”Rebalancing the economy.”

The tell of step 4 is the whole tell: the difficulty and grind knobs are wired to the wallet, not to the player’s skill or the fantasy. See system-difficulty-and-dda — DDA that reads a payment signal instead of a skill signal is this antipattern wearing a lab coat.

The tell (check YOUR OWN design)

Ask these before handoff. Any yes is a flare.

Twist seams (where it sneaks in disguised)

The fix

Sell expression and content, never relief from self-inflicted grind.

Instead of selling…Sell…Why it’s honest
Skipping the grindA new build/biome/campaignAdds fun; doesn’t first subtract it
Stamina refillsCosmetics, skins, themesZero effect on the loop’s health
Faster timersA harder mode / new rosterPlayer asks for more, not less
Rerolls / conveniencesNothing — bake them in freeConvenience is table stakes, not SKU

Anchor the whole economy to system-reward-schedules and its ethics section: a schedule tuned for player satisfaction and one tuned for spend diverge fast, and the divergence is the antipattern. Then pressure-test the loop with system-economy — a healthy economy has sinks that serve fantasy (crafting, prestige, system-prestige-and-newgame-plus), not sinks that exist to be topped up with money.

Two design guards make the temptation structurally hard:

Distinguish grind that’s content from grind that’s tax. A long, fun mastery climb (system-mastery-curve, pattern-mastery-and-flow) is not this antipattern. The line: does the time spent teach or delight, or does it only exist to be skipped? If it only exists to be skipped, it’s antipattern-grind-wall with a price tag — cut it, don’t monetize it.

Seen in…

Counter-examples that sell content honestly: anchor-stardew-valley (no store; the wait is the point), anchor-slay-the-spire (paid characters, not paid rerolls), anchor-vampire-survivors (cheap DLC adds toys, never removes friction).

Verify / guard

This module rendersthe repo's markdowndirectly — edit it there, it changes here.