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Friction Design Archive

This archive collects Tactics, Patterns, Models, Taxonomies, Toolkits, Archetypes, Principles, Symptoms, Philosophies, Manifestos, and Emerging Approaches related to Friction Design.

Mimic: Revision history

From Friction Design Archive

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18 March 2026

8 March 2026

21 November 2025

  • curprev 16:1716:17, 21 November 2025Hmiguel talk contribs 5,187 bytes +5,187 Created page with "A term, object, character or action that mimics a harmless or beneficial thing to deceive users, functioning instead as a trap or hostile entity. =Pattern Description= Mimics are visually designed to closely resemble their harmless counterparts, making it difficult for players to distinguish them from genuine items. They often appear as desirable objects, characters, or actions in which users expect to find valuable content, rewards or benefits. In video game design,..."