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---
title: The murderous history of loot boxes
credits: Austin Wood
contents:
- type: mimic-colophon
original: original text
@ -12,6 +11,20 @@ contents:
current-action: .replace("mimic", "loot box")'
current-date: March 25, 2022
- Foreword
- "In RPG games the Mimic is a monster that appears as a treasure chest."
- "When a player tries to interact with it in order to get the contents of the chest it reveals its true nature and attacks her."
- "The name of the Mimic come from its act of mimesis: this creature is like a predator that disguises itself in order to sneak up on its prey."
- "A treasure chest in a game can be seen as a temporary safe zone because it interrupts the flow of incoming threats by offering a reward to the player."
- "The Mimic endangers this temporary safe zone and breaks a kind of contract between the player and the game."
- "The treasure chest is transformed in a risky russian roulette, that inoculates danger in the safe zones of a narration."
- "I'm tempted to write that the loot box is something like a meta mimic: an object that promises an in-game reward but produces a damage to the player."
- "What's more is that this damage is inflicted in the real world not to the player but to the person."
- "What's then the difference between a loot box and a Mimic?"
- The murderous history of loot boxes
- We know loot boxes as treasure chests with teeth, but their origins made for cooler, more complex monsters.
- "Sometimes its obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it?"
- Please.
@ -137,20 +150,6 @@ contents:
- Modern games that ditch the toothy chest are still staying true to that spirit.
- These things are everywhere if you really look.
- In other words, stay suspicious, because its probably a loot box.
- Afterword
- "In RPG games the Mimic is a monster that appears as a treasure chest."
- "When a player tries to interact with it in order to get the contents of the chest it reveals its true nature and attacks her."
- "The name of the Mimic come from its act of mimesis: this creature is like a predator that disguises itself in order to sneak up on its prey."
- "A treasure chest in a game can be seen as a temporary safe zone because it interrupts the flow of incoming threats by offering a reward to the player."
- "The Mimic endangers this temporary safe zone and breaks a kind of contract between the player and the game."
- "The treasure chest is transformed in a risky russian roulette, that inoculates danger in the safe zones of a narration."
- "I'm tempted to write that the loot box is something like a meta mimic: an object that promises an in-game reward but produces a damage to the player."
- "What's more is that this damage is inflicted in the real world not to the player but to the person."
- "What's then the difference between a loot box and a mimic?"
- "The murderous history of loot box is a text in which the word mimic is been replaced with loot box. You can find the original article on www.pcgamer.com"
---
TODO: images

@ -2,23 +2,23 @@
title: Miriam the Leader
contents:
- This is a quartets card game with the objective to collect 4 cards in a series.
- The pack contains contains 32 cards, divided into 8 groups of 4 cards.
- It is played with three or more players, with the aim to win all the quartets (sets of four).
- Each card has a number and letter (A1,A2,A3,A4,B1,B2,etc) in the top of the card.
- The pack contains 32 cards, divided into 8 groups of 4 cards.
- It is played with three or more players. The aim is to win all the quartets (sets of four).
- Each card has a number and letter (A1, A2, A3, A4, B1, B2, etc.) in the top of the card.
- On the cards, you find motivational quotes by your imaginary leader.
- The quotes have a value in the categories motivation, empathy, vision and positivity.
- The cards are shuffled and dealt evenly between all the players and the cards get held face up in a player's hand.
- The player to the dealer's left starts by asking another player if they had a certain card (example, card C4) which would help the player create a quartet (in this case a quartet of the letter C).
- If the other player doesnt have the card, then it becomes their turn to ask.
- "The quotes have a value in the following categories: motivation, empathy, vision and positivity."
- "The cards are shuffled and dealt evenly between all the players and the cards get held face up in a player's hand."
- The player on the dealer's lefthand side starts by asking another player if they have a certain card (for example, card C4). They are looking for a card that would help them create a quartet (in this case, a quartet of cards with the letter C).
- "If the other player doesnt have the card, then it becomes their turn to ask."
- If the other player does have the card, the two compete in the categories.
- The player that asked for the card, now picks a category (example, positivity) and both players say the value in said category.
- The player with the lower category value has to hand over their card and it becomes the turn of the winning person.
- The player who asked for the card, now picks a category (for example, positivity) and both players reveal the value of their card in that category.
- The player with the lower category value hands over their card to the player with the higher value. The winning person is next.
- When a quartet is created, or a complete quartet was dealt, then the cards creating the quartet are placed in front of the player.
- If someone loses all their cards in the game, that player loses.
- If someone loses all their cards in the game, they lose the game.
- The game ends when all the quartets have been created.
- The winner is the person with the most quartets and therefore the most inspirational quotes.
- The winner is the person who has the most quartets and thus the most inspirational quotes.
- card: A1
quote: Dreams don't work unless you do.
"quote: Dreams don't work unless you do."
motivation: 70
empathy: 0
vision: 40
@ -54,19 +54,19 @@ contents:
vision: 85
positivity: 0
- card: B3
quote: Big journeys begin with small step.
quote: Big journeys begin with a small step.
motivation: 90
empathy: 100
vision: 25
positivity: 95
- card: B4
quote: Be so good they can't ignore you.
"quote: Be so good they can't ignore you."
motivation: 80
empathy: 20
vision: 95
positivity: 15
- card: C1
quote: DOn't focus on the pain, focus on the progress.
"quote: Don't focus on the pain, focus on the progress."
motivation: 70
empathy: 5
vision: 80
@ -84,7 +84,7 @@ contents:
vision: 100
positivity: 55
- card: C4
quote: Prove yourself to yourself, not others.
quote: Prove yourself to yourself, not to others.
motivation: 20
empathy: 45
vision: 0
@ -102,7 +102,7 @@ contents:
vision: 10
positivity: 100
- card: D3
quote: Don't be afraid to fail, be afraid not to try.
"quote: Don't be afraid to fail, be afraid not to try."
motivation: 100
empathy: 90
vision: 75
@ -144,7 +144,7 @@ contents:
vision: 90
positivity: 45
- card: F2
quote: There's no elevator to success. You have to take the stairs.
"quote: There's no elevator to success. You have to take the stairs."
motivation: 90
empathy: 0
vision: 80
@ -156,19 +156,19 @@ contents:
vision: 50
positivity: 100
- card: F4
quote: There is hope. Even when your brain tells you there isn't.
"quote: There is hope. Even when your brain tells you there isn't."
motivation: 75
empathy: 100
vision: 60
positivity: 100
- card: G1
quote: You didn't come this far to only come this far.
"quote: You didn't come this far to only come this far."
motivation: 65
empathy: 20
vision: 75
positivity: 25
- card: G2
quote: Your mistakes don't define you.
"quote: Your mistakes don't define you."
motivation: 0
empathy: 100
vision: 0
@ -180,7 +180,7 @@ contents:
vision: 80
positivity: 100
- card: G4
quote: Believe you can and your halfway there.
quote: Believe you can and youre halfway there.
motivation: 90
empathy: 80
vision: 50
@ -198,7 +198,7 @@ contents:
vision: 60
positivity: 50
- card: H3
quote: If your dreams don't scare you, they are too small.
"quote: If your dreams don't scare you, they are too small."
motivation: 20
empathy: 35
vision: 100
@ -209,6 +209,7 @@ contents:
empathy: 30
vision: 80
positivity: 75
---
#TODO: instructions

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