For example the "illusion of control" (The game cheats or hides information to make you think you're better than you actually are) is everywhere, and it makes better games. One classic example is "coyote time" in platform games. Or for a more specific example, in Portal, at one time, you have to quickly fire a portal to avoid being crushed, it is a tense situation, and an important part of the story. So, to avoid a stupid death at the worst time, if you fire the wrong portal, it silently switches the other portal to correct your mistake.
Aesthetic Manipulations (Trick questions or toying with emotions or our subconscious desires) is the entire point of many games. We want games to play with our emotions. Take a horror game for instance, you are sitting on a couch, at home, in the least scary environment you can imagine, the game has to pull all the trick on you if you want the scares you paid for. And no one is going to tell you that getting attached to characters is a bad thing and they would rather see them as the bunch of pixels they are.
Frequency biases are all over the place too, usually in favor of the player. So much that when the game uses true randomness, it feels unfair. Good games are designed for player enjoyment, not to punish them with randomness.
It also considers competition a dark pattern, are sports a dark pattern too?