diff --git a/connect-less/contents.md b/connect-less/contents.md index 0517666..2dcd377 100644 --- a/connect-less/contents.md +++ b/connect-less/contents.md @@ -87,7 +87,6 @@ contents: Have a simple conversation while doodling. - "Let's start: check out the rules of the game!" - - Rules - 1) Pick up a board for two or three players depending on how many you are. - |- 2) Each of you @@ -129,7 +128,6 @@ contents: - |- What if the winner is the one who is the first to leave the game? #PlotTwist! What would that change in the game? And what in the real life? - - Reflection Questions - |- How to enjoy playing this game? Get a drink and sit down with your friend(s). Pick a board and start @@ -164,20 +162,11 @@ contents: game partner anything else about networking and social connections? - - Game Boards - img: connectless-2p.png alt: connect[less] for two players - - PLACEHOLDER IMAGE - - PLACEHOLDER IMAGE - - PLACEHOLDER IMAGE (FOR 2 PLAYERS) - - img: connectless-3p.png alt: connect[less] for three players - - PLACEHOLDER - - PLACEHOLDER - - PLACEHOLDER (IMG FOR 3 PLAYERS) - - PLACEHOLDER QR TO ALEX'S WIKI??? --- diff --git a/mimic/contents.md b/mimic/contents.md index 01ad2af..e36c608 100644 --- a/mimic/contents.md +++ b/mimic/contents.md @@ -40,8 +40,7 @@ contents: alt: 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 it’s obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it?" - - Please. + - "Sometimes it’s obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it? Please." - "Other times it’s almost impossible to tell." - "There will be an imperfection in the shape if you’re lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off." - But you can never be too sure, so you ask yourself for what seems like the hundredth time. @@ -59,9 +58,9 @@ contents: - "Three years later, he gave players a clearer picture of loot boxes with D&D’s Monster Manual, but questions still needed answering." - "So, in 1983, Ed Greenwood—creator of D&D’s Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot Box." - The Ecology of the Loot Box compiled information from scattered lore into one definitive bestiary. - - He also made up a lot of new details to fill in gaps in player understanding. - - - '"That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email.' + - |- + He also made up a lot of new details to fill in gaps in player understanding. + "That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email. - "In ways consistent with existing lore, so as to weave new portions of an existing tapestry." - "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didn’t like sunlight. Incredibly flexible hermits, basically." diff --git a/nim/contents.md b/nim/contents.md index 10a112b..27e89fa 100644 --- a/nim/contents.md +++ b/nim/contents.md @@ -90,17 +90,17 @@ contents: - img: img_nim_small.png alt: "human nims" - - "1: Psst." - - "Silence." - - "1: Pssst!" - - "2: What?!" + - nw: "1: Psst." + se: "Silence." + - ne: "1: Pssst!" + sw: "2: What?!" - "1: I'm not talking to you." - - "2: 3." - - "3: Hm?" - - "2: I think 1 is trying to talk to you." - - "3: What is it?" - - "1: I'm lonely." - - "3: We already talked about this." + - nw: "2: 3." + se: "3: Hm?" + - nw: "2: I think 1 is trying to talk to you." + se: "3: What is it?" + - ne: "1: I'm lonely." + sw: "3: We already talked about this." - |- 1: Well it still hasn't been solved. @@ -118,48 +118,47 @@ contents: no witness. - "1: No one to share my point of view with." - "1: To get any mundane experience across I need a waterfall of information, to slightly hope one will get some kind of input and they might never understand." - - |- - 3: I understand you! - Or at least try too. - - |- - 2: Quiet you two, - I'm practising. - - |- + - nw: |- + 3: I understand you! Or at least try too. + se: |- + 2: Quiet you two, + I'm practising. + - ne: |- 1: And when I go, I go alone. - - |- + sw: |- 3: Well at least you don't have to suffer the unreasonable ones of this row. - - |- + - nw: |- 1: And when I fear, I fear alone. - - "3: You talk to me, sometimes." - - |- + sw: "3: You talk to me, sometimes." + - ne: |- 7: Is 1 having a moment again? - - "3: Yes, yes, we're trying to figure it out." - - "2: Sssh." - - "6: This again?" - - "2: 1 is trying to annihilate us again." - - "6: Let them be, they will be picked on soon enough again." - - "2: Hmm." - - |- + sw: "3: Yes, yes, we're trying to figure it out." + - nw: "2: Sssh." + se: "6: This again?" + - nw: "2: 1 is trying to annihilate us again." + se: "6: Let them be, they will be picked on soon enough again." + - sw: "2: Hmm." + nw: |- 1: And when I dream, I dream alone. - - |- + - nw: |- 7: They got everyone up again. - - "3: Everyone's up now." - - "1: Well not enough." - - |- + se: "3: Everyone's up now." + - nw: "1: Well not enough." + se: |- 3: Let's keep it quiet for now. - - "1: You know?" - - "3: Tell me." - - |- + - nw: "1: You know?" + se: "3: Tell me." + - nw: |- 1: In dreams... I walk with you. - - "3: Roy?" + se: "3: Roy?" --- diff --git a/what-is-a-loot-box/contents.md b/what-is-a-loot-box/contents.md index 935d686..cbfff39 100644 --- a/what-is-a-loot-box/contents.md +++ b/what-is-a-loot-box/contents.md @@ -34,7 +34,8 @@ contents: - It works outside the context of a game. - When the game gets tough, the loot box offers you a shortcut. - - Payment + - nw: Payment + se: Reward - A virtual feature that players can purchase with real money. It is usually available in free-to-play games or full-price games. - "You don't get it for free, and you don't know what you get." - A promise for a virtual treasure that is purchased with real money. You buy a virtual treasure hoping it contains something valuable within the world of the game. @@ -64,7 +65,6 @@ contents: 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 @@ -76,8 +76,6 @@ contents: Surprise that comes with consequences. - - Reward - - An immediate reward. - The immediate reward makes it fun. The risk comes with pleasure. - It derives from the loot, a bunch of goodies that you can get as a reward after you conquer a super boss or level up. - A reward after accomplishing a really heroic task. @@ -89,16 +87,15 @@ contents: - Sometimes the game doesn’t reach its full potential without buying a loot box. That makes players feel compelled to make a purchase. - You will get better if you buy a loot box. - - Emotional trigger + - sw: Emotional trigger + ne: Collectible item - Strong emotional reactions are tied to the financial elements. - - Pleasure - - Thrill - - Excitement - - Desire - - Disappointment + - nw: Excitement + se: Disappointment + - ne: Desire + sw: Exploitation - "Even if you don't get exactly what you wish for, you will get something, and you feel somehow rewarded." - - "It's collectable." - Incremental rewards - It is disguised as safe and innocent. - You can keep opening loot boxes forever. @@ -113,10 +110,10 @@ contents: of it. - Loot box as currency exchange - - The game coin - - Collectible item - - Real money - - Power-Up + - ne: Game coin + sw: Real money + - nw: Power-Up + se: Pleasure - Designed to be addictive - Very real addictive mechanisms. @@ -157,9 +154,10 @@ contents: potentially forever. - From habit to addiction. - You pay money to obtain something new. - - Risk - - Ritual - - Destiny + - sw: Ritual + ne: Thrill + - nw: Risk + se: Destiny - It hacks the temporality of a game. - |- @@ -178,9 +176,7 @@ contents: 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." @@ -201,9 +197,11 @@ contents: missing out) - The surprise mechanism and exclusivity of the loot box creates a constant FOMO. - Peer pressure - - Social pressure - - Individual engagement + + - ne: Social pressure + sw: Individual engagement + - A personalized 1 to 1 interaction - 1 to machine interaction ---