Should we as game devs rethink the ethics of reward systems and how we design them? Ingame achievements for example imho is a dark pattern, tricking users into a false sense of achievement... often expecting tasks that can take 100s if not 1000s of hours to complete.
I originally wanted to respond to this with a sarcastic reply about how you start out getting achievements that are essentially "you installed the game" and felt really insensitive to perceived difficulty, but it does play an almost casino like role in "hooking" you for more.