1 sentence games

orange
km0 3 years ago
parent d401baf590
commit 641350fb9d

@ -6,15 +6,30 @@ contents:
- A closed box with objects inside.
- A digital or physical box.
- A virtual box inside video games containing randomized items.
- A virtual box of hidden motives, designed to persuade and trick players.
- A virtual box where the user can pay and access products. Those items can be useful to develop your character in the game or can be collectable.
- |-
A virtual box of hidden
motives, designed
to persuade and
trick players.
- |-
A virtual box where
the user can pay and
access products. Those
items can be useful to
develop you character
in the game or can
be collectable.
- A lottery box.
- It looks like a real gift, but you purchase it for yourself.
- |-
It looks like a real gift,
but you purchase it
for yourself.
- You choose it.
- You get something nice.
- A box embedded in a context.
- |-
A box embedded in
a context.
- It works within the context of a game.
- It works outside the context of a game.
- When the game gets tough, the loot box offers you a shortcut.
@ -40,14 +55,26 @@ contents:
- Surprise mechanism
- The element of surprise is a highly appreciated aspect of the loot box.
- A secret treasure that is not worth the money you pay for it, nor the expectations you have for it. However, that is somehow exciting.
- "Addictiveness is connected to the surprise mechanism: the moment of anticipation is addictive. It makes you feel that anything is possible."
- |-
Addictiveness is
connected to the
surprise mechanism: the
moment of anticipation
is addictive. It makes
you feel that anything
is possible.
- "It's like the cat in the box: is she dead or is she alive? She is both until you open the box."
- Surprise
- An entertaining element.
- It keeps the players hooked to the game by using an element of surprise.
- |-
It keeps the players
hooked to the game by
using an element
of surprise.
- The player never knows what is inside of it.
- Surprise that comes with consequences.
- |-
Surprise that comes
with consequences.
- Reward
- An immediate reward.
@ -78,7 +105,12 @@ contents:
- It interfaces the game and the real world.
- "Its an alternate reality experience of collecting things you can't own in real life."
- Its a pulse in the circulation of resources between a virtual game and the reality outside of it.
- |-
Its a pulse in the
circulation of resources
between a virtual game
and the reality outside
of it.
- Loot box as currency exchange
- The game coin.
@ -94,14 +126,35 @@ contents:
- It puts you in a condition for purchasing without thinking too much.
- Its timespan is similar to the discount periods or Black Friday.
- Looking under the hood.
- A trigger for addictive behaviour.
- A gambling mechanism, exploitative by design, that promises immediate in-game rewards to the player.
- The rewards of the loot box can affect both the gameplay and the social environment around the game.
- It sets the beat for repeated microtransactions.
- "It's a repetitive rhythm for the player's temporality."
- |-
A trigger for
addictive behaviour.
- |-
A gambling mechanism,
exploitative by design,
that promises immediate
in-game rewards to
the player.
- |-
The rewards of the loot
box can affect both the
gameplay and the social
environment around
the game.
- |-
It sets the beat
for repeated
microtransactions.
- |-
It's a repetitive
rhythm for the
player's temporality.
- It builds a habit by triggering the attention and the emotional response of the player.
- "It's fun."
- It ensures that you keep playing potentially forever.
- |-
It ensures that you
keep playing
potentially forever.
- From habit to addiction.
- You pay money to obtain something new.
- Risk.
@ -109,24 +162,43 @@ contents:
- Destiny.
- It hacks the temporality of a game.
- It allows you to customize your game character.
- |-
It allows you
to customize your
game character.
- It shifts the dynamics in the game.
- It provides you with collectables or power-ups that make you progress inside the game.
- A temporalized tool for the distribution and management of resources.
- |-
It provides you with
collectables or power-
ups that make you
progress inside
the game.
- |-
A temporalized tool
for the distribution
and management
of resources.
- Exploitation
- The potentially endless collection creates artificial needs.
- Exploitative fun.
- The benefits for you are emotional. The benefits for the game platforms are financial.
- "A money-making mechanism that uses real-world money in video games' worlds."
- It targets vulnerable players.
- A trigger for addictive behaviour.
- A trigger for toxic behaviour.
- |-
It targets
vulnerable players.
- |-
A trigger for
addictive behaviour.
- |-
A trigger for
toxic behaviour.
- An escape from real life.
- Fake promises.
- FOMO (fear of missing out).
- |-
FOMO (fear of
missing out).
- The surprise mechanism and exclusivity of the loot box creates a constant FOMO.
- Peer pressure.
- Social pressure.

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