Reciprocity

Feeling obligated to return a favor, share resources, trade an item, etc.

If the game allows you to share resources, trade items or send gifts to your friends or other players then it may be using the dark pattern of Reciprocity. The person who receives your gift may feel a sense of obligation to return the favor. They may not have resources to share, and so they may feel bad that they gave something valuable away, or they may feel shame or guilt if they do not reciprocate. These unwanted negative feelings make the game less enjoyable.

If a game allows players to band together into guilds or clans, then sharing resources may be a requirement for participating in the group. Players may be punished by the leaders for not pulling their weight and helping out the team by donating valuable items.

The social pressure to donate items to other players means that you are giving up some of your own valuable resources that you have spent time and maybe money earning. This means that you have to spend more time and money to earn those items again.


Examples

Township Township
"send gifts/resources to friends, guild members, or randoms"

Egg, Inc. Egg, Inc.
"You can send other people boost tokens and chicken boxes during contracts"

Monster Legends Monster Legends
"Monster cells can be given to another player on a team."

Clash of Clans Clash of Clans
"troops kinda"

The Walking Dead: Survivors The Walking Dead: Survivors
"Can send resources"

Solitaire Cash - Real Money Solitaire Cash - Real Money
"Limited, but you can trade cards."

Last Fortress Last Fortress
"You can gift decor items to other players"

Call of Dragons Call of Dragons
"limited ability to share wood, gold, and ore. No other sharing possible"

MARVEL Puzzle Quest MARVEL Puzzle Quest
"Can send iso"

Limbus Company Limbus Company
"Game allows you to use friends' units that they've selected, which may be a character or have EGO (special moves) that you do not own."