CYJun 26

When AI Deceives: A Natural Experiment on the Causal Effects of Perceived Deception on Player Ratings in RPGs

arXiv:2606.27689
Originality Incremental advance
AI Analysis

For game developers and researchers, it clarifies that any player awareness of deception harms ratings, challenging the idea of optimal moderate deception.

This study uses Baldur's Gate 3 updates (2019-2025) as a natural experiment to causally estimate how perceived deception (PDA) and designed deception intensity (DDI) affect player ratings. Results show PDA monotonically reduces positive review rates by ~0.4 percentage points, while DDI has a U-shaped effect driven by confounding new content.

AI-driven deception mechanisms are increasingly prevalent in digital games, yet the direction and magnitude of their effects on player experience remain contested. Existing research has not sufficiently disentangled designer-intended deception intensity from players' actual perception of deception, and most prior work relies on low-ecological-validity experiments or cross-sectional surveys. The present study aims to independently examine the causal effects of design deception intensity (DDI) and player deception awareness (PDA) on player ratings within a naturalistic gaming environment, and to investigate the moderating role of player experience. Leveraging the 54 version updates of Baldur's Gate 3 between 2019 and 2025 as a quasi-natural experiment, it collected all English-language Steam reviews posted within 1 to 28 days following each update, and constructed a player-version two-way fixed effects panel dataset. DDI was coded by human annotators based on patch notes; PDA was extracted and aggregated from review texts using a fine-tuned BERT classifier. The model incorporated both player and version fixed effects, complemented by five robustness checks including subsample partitioning, lagged variables, and placebo tests. PDA exerts a monotonic negative effect on positive review rates: within the observed PDA range, the net loss in review valence is approximately 0.4 percentage points, with a negative quadratic term that falsifies the inverted-U hypothesis of moderate perception optimality. DDI exhibits a U-shaped effect with an inflection point at a relatively low intensity, although the upward trend on the right branch is primarily driven by contemporaneous new content bundled with high-intensity updates. Any degree of deception awareness undermines player evaluations, while the positive manifestation of design intensity depends on content-confounding effects.

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