I bought a jar of artisan hot sauce last week. Not because I'd run out - I had three others on the shelf - but because I saw it and thought, well, one more won't hurt. Sound familiar?

That phrase, "one more won't hurt", is doing a lot of heavy lifting in modern life. One more episode. One more scroll. One more round. And honestly, the fact that we keep falling for it is less a character flaw and more a feature of how human brains are wired. Which is either comforting or deeply alarming, depending on your mood.

The brain genuinely can't estimate short durations

Here's the thing: we're not actually bad at time in general. We can estimate a week, a month, a year with reasonable accuracy. But short durations - anything from about thirty seconds to ten minutes - are where we consistently go wrong. Systematically wrong, in the same direction every time. We underestimate them.

This is probably why "just five more minutes" almost never means five minutes. Your brain isn't lying to you on purpose. It just has genuinely poor instruments for measuring that particular range. Which, when you think about it, is quite inconvenient given that most tempting things in life come in exactly that duration.

A sixty-second round of a fast-paced game. A short video. A quick scroll. These things are all short enough that your brain thinks, confidently and incorrectly, that it can handle one more.

The "almost" effect is doing most of the damage

There's another mechanism at play, and it's more insidious. We find it much harder to stop when we feel close to something - a score threshold, a level up, a sense of having "done well". Psychologists have written about this at length, though I'll spare you me pretending I remember the specific studies with any precision.

The point is: almost is a trap. Almost triggers a kind of cognitive itch that genuinely is uncomfortable to leave unscratched. Game designers have known this forever, which is why difficulty curves in mobile games are so carefully crafted - keeping you perpetually in that almost-but-not-quite zone.

I'm on the fence about whether this is clever or cruel. Probably both, if I'm honest.

Stopping requires a different kind of decision than starting

Starting something is a single, forward-looking choice. Stopping is a repeated, active choice you have to keep making against mounting internal resistance. That asymmetry is what gets people. You only have to decide to open the app once. You have to decide to close it over and over again, each time slightly more tired, slightly more invested, slightly more convinced that one more round will feel satisfying.

It doesn't, usually. Or rather - it does, briefly, and then immediately generates the conditions for needing another one. Which is sort of the whole trick.

Anyway. I've been playing Swipeloot a fair bit lately - it's a multiplayer treasure-hunting game I built, where you've got sixty seconds per round to swipe the right items and dodge the traps. Fast rounds are good design for lots of reasons, but I'll be honest: they are absolutely not good for helping people stop. One round ends and another can start in about three seconds. The friction of stopping is basically zero, which is entirely intentional and also, when I'm on the wrong end of it at midnight, slightly my own fault.

The modest case for artificial stopping points

The most practical thing I've found - and I'm not claiming this is revolutionary - is to decide in advance when you're going to stop, rather than in the moment. Before you start, not after. "I'll play until I've had three rounds" is a much more enforceable rule than "I'll stop when I feel like it", because by the time you feel like stopping, you won't.

There's a tangentially related observation here about shopping, actually. Faffing about on a product page, adding things to a basket "just to see", telling yourself you'll decide later - it's the same pattern. The decision gets harder the more time you've already spent. Sunk cost wrapped in a browser tab.

External cues help too. A timer, a notification, another person saying "are you still on that thing?" - anything that creates a genuine pause rather than relying on willpower alone. Willpower, it turns out, is also terrible at short durations.

None of this means the things are bad

I want to be clear that I'm not making a moral argument here. Hot sauce, mobile games, YouTube rabbit holes - these things are enjoyable. That's the point. The interesting question isn't "why do people do this" (obvious) but "why is stopping so specifically, consistently harder than we expect it to be".

And the answer seems to be: because your brain is optimised for a world where "one more" usually referred to berries or firewood, not infinite digital content loops. It simply hasn't caught up yet.

If you've ever wondered why multiplayer games in particular have such a strong pull, there's a whole other layer to this - other people's unpredictability makes the stopping problem even worse. But that's probably a rabbit hole for another day.

Right. I'm going to go have one more round of Swipeloot. Just the one.