
Idle Champions of the Forgotten Realms
SteamCodename Entertainment Inc. · Codename Entertainment Inc.
Design Risk Score
Verified data82/100
6 concern patterns detected
Why this score
- Pay-to-Win+25
Paying grants a direct gameplay or competitive advantage.
Why this counts
Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.
- Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
- Fairness-perception research on paid advantage in multiplayer games
- Loot Boxes+20
Randomised paid containers that can affect gameplay.
Why this counts
Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).
- Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
- Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
- ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
- Microtransactions+12
In-game purchases sells items that affect gameplay or progression.
- FOMO Events+12
Time-limited content tied to spending pressure.
Why this counts
Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.
- Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
- Scarcity principle (Cialdini) applied to limited-time store offers
- In-Game Ads+8
Advertising interrupts play or pressures purchases to remove it.
- Daily Login Bonus+5
Daily rewards nudge habitual logins regardless of genuine desire.
Why this counts
Daily login systems apply operant conditioning (fixed-interval reinforcement) to create habitual game opening behavior. They are designed to disrupt the natural decision of whether to play and replace it with obligation.
- Operant conditioning / fixed-interval reinforcement (Skinner, behavioural psychology)
- Habit-formation research on daily-reward streak mechanics
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 82/100. How scoring works →
Joy Index
52/100
Good
Community score: 77/100
Joy reflects genuine enjoyment after accounting for design risk.
Verdict
Reconsider
Worth reconsidering
This game's design leans heavily on maximizing spending over enjoyment. If you play, set firm limits and stay aware of the pressure tactics at work.
- Consider evidence-based alternatives
- If you play, set a hard budget and strict time limits
- Be aware of sunk-cost pressure tactics
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Mods
Upload a mod →Detected Design Patterns
Rewards tuned to make you log in every day regardless of genuine desire to play.
Time-limited content creates fear of missing out, driving compulsive engagement.
Randomised paid containers drive spending through unpredictable rewards and rarity anxiety.
Progression gated behind purchases creates artificial frustration to drive spending.
Why this score
Verified data- Pay-to-Win+25
Paying grants a direct gameplay or competitive advantage.
Why this counts
Pay-to-win mechanics undermine competitive integrity and create a two-tier player base divided by spending capacity rather than skill. Research on fairness perception shows they significantly reduce long-term engagement.
- Consumer-protection consensus: paid competitive advantage is the most-cited monetisation harm
- Fairness-perception research on paid advantage in multiplayer games
- Loot Boxes+20
Randomised paid containers that can affect gameplay.
Why this counts
Loot boxes have been regulated or banned in Belgium and the Netherlands as gambling products. Research has found correlations between loot box spending and problem gambling symptom severity (Zendle & Cairns, 2018).
- Belgium & Netherlands gambling regulators — loot boxes classified as gambling (2018)
- Zendle & Cairns, PLOS ONE — loot boxes linked to problem gambling (2018)
- ESRB 'In-Game Purchases (Includes Random Items)' interactive element (2020)
- Microtransactions+12
In-game purchases sells items that affect gameplay or progression.
- FOMO Events+12
Time-limited content tied to spending pressure.
Why this counts
Przybylski et al. (2013) formalized the Fear of Missing Out (FoMO) construct. Games exploit this by attaching scarcity signals to social currency items, creating anxiety that is only relievable through immediate purchase.
- Przybylski et al., Computers in Human Behavior — FoMO construct (2013)
- Scarcity principle (Cialdini) applied to limited-time store offers
- In-Game Ads+8
Advertising interrupts play or pressures purchases to remove it.
- Daily Login Bonus+5
Daily rewards nudge habitual logins regardless of genuine desire.
Why this counts
Daily login systems apply operant conditioning (fixed-interval reinforcement) to create habitual game opening behavior. They are designed to disrupt the natural decision of whether to play and replace it with obligation.
- Operant conditioning / fixed-interval reinforcement (Skinner, behavioural psychology)
- Habit-formation research on daily-reward streak mechanics
Points reflect severity, not just presence — cosmetic-only purchases score far lower than pay-for-power. Total: 82/100. How scoring works →
Time Respect
Verified data- Daily Login Bonus-20
Rewards tuned to pull you back every day regardless of genuine desire to play.
- Limited-Time Events-20
Time-limited content pressures you to play now instead of when you actually want to.
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