km0 3 years ago
commit d93beba5df

@ -1,44 +1,44 @@
---
title: Connect[Less]
credtis: Ål Nik
contents:
- Connect[Less]
- "A game about networking: a playful critical reflection on the self-improving and productive act of connecting with others in order to advance in your career and get access to work and money."
- The concept of meaningful work derailed outside the working hours and is haunting each moment of our lives - professional and personal.
- Over the course of a Century the way we work, connect and rest changed remarkably.
- At first, we tried to make each working minute productive by improving the process and production line.
- Later, the need of being productive collided with the need to develop a professional career with which we identify ourselves.
- Later, the need to be productive collided with the need to develop a professional career with which we identify ourselves.
- Of course, our efforts to be better and improve ourselves slowly went outside our professional life (and the working hours).
- The boundaries between personal and professional, between work and leisure became blurrier and blurrier for various jobs and professions.
- Networking is quite crucial for our work and success, isn't it?
- "Networking is quite crucial for our work and success, isn't it?"
- The better we are connected, the more opportunities we have. The more opportunities we get, the more chances we have to get work.
- Your success and wellbeing depend on how connected you are. The more, the merrier.
- However, some of us might feel the pressure of being forced to constantly network and being out there to look for opportunities.
- However, some of us might feel the pressure to network constantly and to be out there to look for opportunities.
- The fear of missing out. The regret about opportunities never reached and taken. All the anxiety that those thoughts may bring.
- In this silly game you and your partner(s) will explore ways to connect to other well-connected creatures like you (by each of you choosing one shape such as circles or squares).
- Whilst playing, you are invited to reflect on the need of networking and social work connections and a simple conversation while doodling some simple lines.
- In this silly game you and your partner(s) will explore ways to connect to other well-connected creatures like you (by each of you choosing one shape such as circle, square or triangle).
- Whilst playing, you are invited to reflect on the need for networking and social work connections. Have a simple conversation while doodling.
- "Let's start: check out the rules of the game!"
- Rules
- 1) Pick up a board for 2 or 3 players depending on how many you are.
- 2) Each of you picks up one symbol (circle, square, triangle).
- "3) Each player takes one turn one after another: with each turn: connect two of your chosen symbols on the board and answer one of the reflection questions."
- "3) Each player takes one turn one after another: with each turn connect two of your chosen symbols on the board and answer one of the reflection questions."
- The second player does the same, but can also already respond to what player 1 said.
- When everyone takes their first turn, you continue connecting your symbols from the one you arrived at on your previous turn. Thus, you are slowly connecting a chain of your symbols already.
- 4) In order to connect your symbols, you should doodle a line between them that line is not allowed to touch any other lines nor symbols, besides the two symbols it's connecting.
- When everyone takes their first turn, they continue the line from the symbol they ended at the previous turn. Thus, you are already connecting a chain of your symbols.
- "4) In order to connect your symbols, you should doodle a line between them. That line is not allowed to touch any other lines or symbols other than the two symbols it's connecting."
- 5) You are not allowed to cross another connection either.
- The game ends for each player when they are stuck and not being able to connect any more symbols without crossing a line or touching other symbols or the borders of the board.
- When that happens for one player of two, the game ends and the one who cannot connect more loses the game. When the players are three, the other two players can continue until another one gets stuck in the same way.
- Then, the one who is still able to connect more, wins. If you touch other lines, symbols or the border of the game board whilst you are drawing your line, you lose the game immediately.
- When that happens for one player of two, the game ends. The one who cannot connect more loses the game. When the players are three, the other two players can continue until another one gets stuck in the same way.
- The winner is the one who is still able to connect more symbols. If you touch other lines, symbols or the border of the game board whilst you are drawing your line, you lose the game immediately.
- "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 connecting the symbols you have selected. Whilst doing that, lets talk about connections:"
- "How to enjoy playing this game? Get a drink and sit down with your friend(s). Pick a board and start connecting the symbols you have selected. Whilst doing that, let's talk about connections:"
- What is networking for you?
- Is your work(life) dependant on networking? If yes, then how?
- Is your work(life) dependent on networking? If yes, how?
- How do you feel about networking?
- How important is networking for you personally?
- How are social connections important in your personal life?
- How do you network?
- Is it ok for you if you are not super connected to many people?
- What is your way to find work?
- What is your way to finding work?
- What is your way to connect to others?
- Does networking bring any challenges for you?
- What does a networking opportunity mean to you?
@ -46,6 +46,7 @@ contents:
- Would you like to ask your game partner anything else about networking and social connections?
- Game Boards
- img: connectless-2p.png
alt: connect[less] for two players

@ -2,27 +2,19 @@
title: Crossword Imaginary Grid Game
contents:
- Dear player... The Crossword Imaginary Grid Game found you for a reason.
- The aim of this game is to create a crossword grid with your hands and explore a part of the Glossary of Productive Play (and hopefully having some fun on the way!)
- Take some time (will this game make your time leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!
- "Inside, I prepared for you the DEFINITIONS of the words and GRID-SQUARES to recreate the grid. To recreate the grid, follow the following scheme for every content category:"
#IMAGINARYGRID.JPG
#[Crossword imaginary grid structure]
The aim of this game is to create a crossword grid with your hands and explore a part of the Glossary of Productive Play (and hopefully have some fun on the way!). You will find one already printed grid ready for you, so if you want some more.. check our website for more content!
Take some time (will this game make your time leisure or productive?), place the pieces on a surface, on a wall, on your bed, on your cat's body.. and start playing!
- Inside, I prepared for you the DEFINITIONS of the words and GRID-SQUARES to recreate the grid. To recreate the grid, follow the following scheme for every category: imaginarygrid_structure.jpg
- I know it might sound complicated now, but I promise you that you will understand how to make it work while playing. There are three things you have to keep attention to while creating the grid...
- 1. One code (e.g. B7), composed by a letter and a number that define the position in the imaginary grid. Position these as the first step!
- 2. In addition to the code that indicates the starting point of the word, the definitions papers will also contain the clues to solve the crossword.
- 3. A content category that gathers all the definitions that are part of the same crossword (e.g. Ideology). But maybe you can play around with this..
- "If you don't know the word, don't stress yourself out: these crosswords are meant to teach while having fun.. yes, you heard that well, you are experiencing Productive Play!"
- Enjoy this time you are taking for yourself.. it's okay not to finish it, it's okay to give up, it's okay to still be happy with it. And if you are really unsatisfied, just call some friends and have some fun together!
- If you want some more.. check our website for more content!
- And remember, these are just instructions not to get lost. But it's okay to get lost.
- Remember to get lost sometimes.
1. One code (e.g. B7), composed by a letter and a number that define the position in the imaginary grid. Position these as the first step!
2. In addition to the code that indicates the starting point of the word, the definitions papers will also contain the clues to solve the crossword.
3. A content category that gathers all the definitions that are part of the same crossword (e.g. Ideology). But maybe you can play around with this..
-If you don't know the word, don't stress yourself out: these crosswords are meant to teach while having fun.. yes, you heard that well, you are experiencing Productive Play!
Enjoy this time you are taking for yourself.. it's okay not to finish it, it's okay to give up, it's okay to still be happy with it. And if you are really unsatisfied, just call some friends and have some fun together!
And remember, these are just instructions not to get lost. But it's okay to get lost.
Remember to get lost sometimes.
- word: Democracy
definition: A form of government in which the people govern themselves, usually by electing bodies of representatives

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@ -19,8 +19,8 @@ contents:
- Gaming can make a happier world
- Gaming can make a safer world
- Gamify your entire life
- Oh-a-a-a oh
- Waiting the host to let me enter the zoom call
- Checking my emails, waiting for my healthy lunch
@ -37,9 +37,9 @@ contents:
- For my body and through my apps
- Oh-a-aho oh x2
- Gaming can heal my anxious mind
- Gaming can organise my life
- Gaming can make my inner child shine
- If you fail then don't complain
- Make work fun and get stuff done
@ -53,6 +53,7 @@ contents:
- Gaming can't make a practical wolrd
- Gaming can't make an easier world
- Gaming can't change your boring job
- Gaming can't make you play at work
- Gaming can't help poor people find a job
- Gaming can't stop humanity's fall

@ -117,14 +117,14 @@ contents:
- img: pantheon_rome.jpg
alt: King of all Cosmos
- I'm the SUN, I'm the BOSS, I'm the HOLE of the PANTHEON
- "I'm the SUN, I'm the BOSS, I'm the HOLE of the PANTHEON"
- img: prince-junk.jpg
alt: Prince
- aaaaaaah more things more things more things more things
- a stample, a tampon, a rat, a frog
- ohhh a pile of cardsss let's take them all
- I am the prince and I'll restore sassy king's mess, my papa's faults
- "ohhh a pile of cardsss let's take them all"
- "I am the prince and I'll restore sassy king's mess, my papa's faults"
- img: moon.webp
alt: Moon
@ -132,7 +132,7 @@ contents:
- img: earth.webp
alt: Earth
- It's not like it seems i can explain
- "It's not like it seems i can explain"
- img: katamari-ball-3.jpg
alt: Katamari Ball
@ -152,10 +152,10 @@ contents:
- img: queen.webp
alt: The Intellectual Katamari Meta Queen
- ah this is interesting bc the prince never talks.
- so then it could be that he's a ventriloque and the katamari speaks for him
- "so then it could be that he's a ventriloque and the katamari speaks for him"
- ahhh yes he talks through the katamari, wow so meta!
- yes like the katamari has one hidden face
- sometimes it's autonomous, other times it's the prince
- "sometimes it's autonomous, other times it's the prince"
- But what consistence has the katamari? is it crunchy or ??
- yes crunchy and porous, so it can attract the grainy items on earth like pieces of sauce
@ -170,7 +170,7 @@ contents:
- B🤍U🤍T
- maybe we can start one
- A💥N💥D
- I'm probably gonna be rolled up by katamari as I can see it coming here.
- "I'm probably gonna be rolled up by katamari as I can see it coming here."
- ciao.
- img: katamari-ball-4.jpg
@ -205,5 +205,5 @@ contents:
- Katamari Damacy is a videogame designed by Keita Takahashi and published by Namco. The gameplay consists in rolling on objects and accumulating them in order to make a super big katamari.
- The more objects you incorporate, the more big the katamari becomes. The objective of each level is to reach a certain size with the katamari.
- In the game you are the prince , the son of the king of all Kosmos. The king accidentally destroyed all the stars.
- That's why he makes YOU -his son- to work for him and roll katamaris, that are going to replace the stars.
- "That's why he makes YOU -his son- to work for him and roll katamaris, that are going to replace the stars."
---

@ -20,75 +20,75 @@ contents:
type: mimic_code
- 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?
- "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.
- Other times its almost impossible to tell.
- There will be an imperfection in the shape if youre lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off.
- "Other times its almost impossible to tell."
- "There will be an imperfection in the shape if youre 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.
- Is it a loot box?
- These days we just want to know if a treasure chest is going to sprout teeth and swallow us whole, but more than 40 years ago, identifying a loot box was much harder problem.
- They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers.
- "They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers."
- Some could speak and even bargain. Others would attack anything on sight.
- Some would grow to be the size of houses, others content to live as doormats. Or walls, floors or clothes. Toilets.
- Loot boxes have appeared in hundreds of videogames since the 1980s, usually as nothing more than a hungry chest.
- But when they first appeared in Dungeons & Dragons, they were so much more than that.
- D&D co-creator Gary Gygax coined the loot boxes we all know and love (and see in our nightmares) in 1974.
- Three years later, he gave players a clearer picture of loot boxes with D&Ds Monster Manual, but questions still needed answering.
- So, in 1983, Ed Greenwood—creator of D&Ds Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot Box.
- "Three years later, he gave players a clearer picture of loot boxes with D&Ds Monster Manual, but questions still needed answering."
- "So, in 1983, Ed Greenwood—creator of D&Ds 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.
- “In ways consistent with existing lore, so as to weave new portions of an existing tapestry.”
- "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 didnt like sunlight. Incredibly flexible hermits, basically.
- "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didnt like sunlight. Incredibly flexible hermits, basically."
- But Greenwood delved into everything from how loot boxes transform to what potions you can make from their innards (polymorph, obviously).
- "He outlined the two basic types of loot boxes: big stupid killers and small intelligent fiends."
- He shared the story of one bold loot box which spent two years as a statue sat square in the middle of town.
- Curiously near a sewer vein “filled to a depth of more than 60 feet with human and animal bones.”
- Its no exaggeration to say he changed the face of loot boxes forever.
- Curiously near a sewer vein "filled to a depth of more than 60 feet with human and animal bones."
- "Its no exaggeration to say he changed the face of loot boxes forever."
- Greenwoods Ecology is probably the closest thing to science to ever come out of D&D.
- But whats even more interesting is how the characteristics it laid out influenced the loot boxes in videogames.
- "Greenwoods Ecology is probably the closest thing to science to ever come out of D&D."
- "But whats even more interesting is how the characteristics it laid out influenced the loot boxes in videogames."
- Look at the ones in the original Ultima, released in 1980. These are aggressive monster chests that pounce when the player gets close.
- Sounds remarkably faithful to the Monster Manual, doesnt it?
- "Sounds remarkably faithful to the Monster Manual, doesnt it?"
- Now look at Luggage from Discworld, released in 1995—after Greenwoods ecology.
- "Now look at Luggage from Discworld, released in 1995—after Greenwoods ecology."
- Luggage is most definitely a loot box, but hes also your companion.
- Hes a little disobedient, but sentient, almost dog-like and kind of cute.
- If nothing else, hes far more intelligent than Ultimas loot boxes.
- In fact, Luggage is one of the only smart loot boxes in videogames.
- "Hes a little disobedient, but sentient, almost dog-like and kind of cute."
- "If nothing else, hes far more intelligent than Ultimas loot boxes."
- "In fact, Luggage is one of the only smart loot boxes in videogames."
- But why? Greenwood said that loot boxes are often intelligent enough to speak.
- So why are most loot boxes automatically enemies?
- To paraphrase a certain Doom review, wouldnt it be something if we could talk to them?
- "To paraphrase a certain Doom review, wouldnt it be something if we could talk to them?"
- Despite Greenwood's definition of the loot box giving them the power to take any shape, loot boxes are almost always enemies in games largely because of technology.
- "Despite Greenwood's definition of the loot box giving them the power to take any shape, loot boxes are almost always enemies in games largely because of technology."
- D&D players have the luxury of interacting with as many NPCs as they can imagine, but
- for early PC games like Ultima, creativity was measured in bytes.
- With an Apple IIs specs, there was barely enough room for a fantasy world, let alone rich dialogue.
- So, to meet gameplay needs, the loot box was colloquialized to the monster chest.
- "With an Apple IIs specs, there was barely enough room for a fantasy world, let alone rich dialogue."
- "So, to meet gameplay needs, the loot box was colloquialized to the monster chest."
- Discworld had a little more wiggle room.
- Computers had improved since the 80s and it wasnt a fantasy RPG like Ultima
- "Computers had improved since the 80s and it wasnt a fantasy RPG like Ultima"
- Discworld was a point-and-click adventure game, and those are popular because of their writing and charm.
- Thus Luggage was born, intelligence and disobedience intact.
- Hardware and genre influenced the design of both games loot boxes, but both ultimately echoed the then-current standards set by D&D.
- "Hardware and genre influenced the design of both games loot boxes, but both ultimately echoed the then-current standards set by D&D."
- Jump to Baldurs Gate in 1998.
- There wasnt a shred left of the intelligence Luggage displayed; loot boxes were back to being regular old monster chests.
- Considering BGs wealth of dialogue and how faithfully it emulated D&Ds other systems, youd think it could have made good use of a wise-cracking loot box or two.
- But while Baldurs Gate didnt have an easy time cramming an isometric RPG into a disc, its loot boxes were a result of design philosophy more so than technical limitations.
- "Jump to Baldurs Gate in 1998."
- "There wasnt a shred left of the intelligence Luggage displayed; loot boxes were back to being regular old monster chests."
- "Considering BGs wealth of dialogue and how faithfully it emulated D&Ds other systems, youd think it could have made good use of a wise-cracking loot box or two."
- "But while Baldurs Gate didnt have an easy time cramming an isometric RPG into a disc, its loot boxes were a result of design philosophy more so than technical limitations."
- Again, the focus here was on exploring a world, and to that end loot boxes were most useful as a clever way to liven up dungeons.
- "And really, aside from the whole eating people thing, thats what loot boxes have always been about: meeting the unique needs of games."
- Loot boxes are the workhorse shapeshifting critters, the most ubiquitous, versatile and yet low-powered, Greenwood says.
- Unlike, say, [werewolves], they have few strings attached to their shifting abilities, and lack the restrictions on form that most other shapeshifters have…
- Loot boxes can be anything, can have any degree of cunning a [dungeon master] requires, and the [dungeon masters] desired patience, too, Greenwood says.
- "Loot boxes are the workhorse shapeshifting critters, the most ubiquitous, versatile and yet low-powered," Greenwood says.
- "Unlike, say, [werewolves], they have few strings attached to their shifting abilities, and lack the restrictions on form that most other shapeshifters have…"
- "Loot boxes can be anything, can have any degree of cunning a [dungeon master] requires, and the [dungeon masters] desired patience, too," Greenwood says.
- Even when videogames are cherry-picking D&D canon, theyre still following it in spirit.
- "Even when videogames are cherry-picking D&D canon, theyre still following it in spirit."
- Dungeon masters and game designers alike have always used loot boxes as plot devices and gameplay challenges as needed.
- So, you know, the more things change, the more they stay the same.
@ -99,25 +99,25 @@ contents:
- For starters, focusing on a chest form led videogames to associate loot boxes almost explicitly with greed and treasure.
- And they were a convenient way of introducing risk/reward in dungeons.
- Why do you think loot boxes usually drop rare and valuable items?
- Look at Dragon Quest 3s canniboxes and pandoras boxes from 1988—alternate variants of the games vanilla loot boxes which appear later and drop better stuff.
- "Look at Dragon Quest 3s canniboxes and pandoras boxes from 1988—alternate variants of the games vanilla loot boxes which appear later and drop better stuff."
- Look at Avarice, a boss in the more recent Titan Souls that not only is a gilded treasure chest but guards a roomful of treasure.
- Perhaps most famously, look at the Symbol of Avarice helmet in Dark Souls, which improves your loot drops and consumes your health.
- Its a sister item to the Covetous Gold Serpent Ring, which also ups your loot.
- "Its a sister item to the Covetous Gold Serpent Ring, which also ups your loot."
- Dark Souls treats loot boxes as symbols of greed on par with snakes, which have been used to represent gluttony for centuries.
- Thats saying something about how stigmatized loot boxes have become.
- "Thats saying something about how stigmatized loot boxes have become."
- I almost feel sorry for the greedy bastards.
- Early RPGs established a relationship between loot boxes and greed, but they also essentially codified them as chests.
- Which may be why they appear so rarely in other genres or other forms.
- Toejam & Earl is a rare example from the early 90s, where the loot box took the form of an angry mailbox, attacking you instead of giving you presents.
- "Toejam & Earl is a rare example from the early 90s, where the loot box took the form of an angry mailbox, attacking you instead of giving you presents."
- Again, greed is the throughline.
- Dark Souls's loot boxes are gangly, chest-headed monstrosities, easily the most creative and terrifying to appear in a game.
- They also illustrate how some qualities in Greenwoods Ecology evolved into gameplay mechanics.
- "Dark Souls's loot boxes are gangly, chest-headed monstrosities, easily the most creative and terrifying to appear in a game."
- "They also illustrate how some qualities in Greenwoods Ecology evolved into gameplay mechanics."
- From Software held off on making ladder loot boxes (to the delight of a grateful universe) but
- Dark Souls loot boxes hide their true bodies and may be bipedal or quadrupedal, which is a subtle remnant of the true shapeshifting of old.
- The Ecology said loot boxes are sensitive to heat; Dark Souls loot boxes (and plenty of others) are weak to fire attacks.
- "Dark Souls loot boxes hide their true bodies and may be bipedal or quadrupedal, which is a subtle remnant of the true shapeshifting of old."
- "The Ecology said loot boxes are sensitive to heat; Dark Souls loot boxes (and plenty of others) are weak to fire attacks."
- Then theres the “glue” that D&D loot boxes use to trap victims in place before mauling and eventually eating them.
- Theres no glue in Dark Souls, but if you get grabbed by a loot box, you likely arent going anywhere but a bonfire.
@ -125,22 +125,22 @@ contents:
- "JRPGs like Final Fantasy offer another fascinating example: they dont technically glue players in place, but you usually cant escape from encounters with loot boxes, either."
- Many JRPGs also streamlined loot boxes even further.
- By viewing the fundamental idea of player expects loot, gets a fight instead through the lens of random encounters, they created the box of enemies.
- The chest itself isnt even a monster anymore, just a trigger for a random encounter.
- Does that make it a loot box? No, but its still a different means to the same end, and its still hardware dictating design.
- "By viewing the fundamental idea of player expects loot, gets a fight instead through the lens of random encounters, they created the box of enemies."
- "The chest itself isnt even a monster anymore, just a trigger for a random encounter."
- "Does that make it a loot box? No, but its still a different means to the same end, and its still hardware dictating design."
- Random encounters were instituted to free up memory, after all.
- Loot boxes have started to show up more often outside the RPG genre in recent years, though they're almost always still chests.
- "Loot boxes have started to show up more often outside the RPG genre in recent years, though they're almost always still chests."
- Games like Magicka and Borderlands 2 treat them as easter eggs.
- Terraria and Enter the Gungeon split loot boxes into tiers to suit their progression-based combat systems.
- Torchlight loves to hide loot boxes in groups of chests.
- Others still feature distant ancestors.
- Shovel Knights angler fish boss uses a treasure chest lure to draw in players.
- The maneater in Dragons Dogma uses treasure chests like a hermit crab does shells.
- "The maneater in Dragons Dogma uses treasure chests like a hermit crab does shells."
- '"Definitely not a loot box," Greenwood said of the maneater. "This is an ambush predator."'
- Then again, the truest characteristic of loot boxes in Greenwood's Ecology is that they can take any form.
- "Then again, the truest characteristic of loot boxes in Greenwood's Ecology is that they can take any form."
- 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.
@ -182,16 +182,16 @@ https://www.youtube.com/watch?v=Jb2IEY8cya0&t=170s
- By Austin Wood published May 03, 2017 By Kamo and Grr find and replace all March 16, 2022
- 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?
- "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.
- Other times its almost impossible to tell.
- "Other times its almost impossible to tell."
- There will be an imperfection in the shape if youre 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.
- Is it a loot box?
- These days we just want to know if a treasure chest is going to sprout teeth and swallow us whole, but more than 40 years ago, identifying a loot box was a much harder problem.
- They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers.
- "They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers."
- Some could speak and even bargain.
- Others would attack anything on sight.
- Some would grow to be the size of houses, others content to live as doormats. Or walls, floors or clothes. Toilets.

@ -3,10 +3,9 @@ title: Nim Fanfic
credits: Gersande
contents:
- July 2056, the Nim population has hit a point of stagnation.
- My name is 1, I am a proud, yet worn out, nimizen of what is known as the Nimation for now more than five centuries.
- Since our formation in Europe in 1532 our population has not decreased nor increased.
- My name is 1, I am a proud, yet worn out. Nimizen has been known as the Nimation for now more than five centuries.
- Since our formation in Europe in 1532 our population has remained stable.
- "We remain a steady and horrifyingly tiresome sixteen individuals, stuck in what is now a seriously embarrassing hierarchical structure: the pyramid."
- "Our society used to be organised in the following structure:"
- |-
@ -15,78 +14,78 @@ contents:
1 2 3 4 5
1 2 3 4 5 6 7
- We respond to a very simple set of rules
- "We respond to a very simple set of rules:"
- (i) Only one couple is allowed at the time in Nimation
- (ii) Nimizens are only able to communicate with their immediate neighbour, i.e 1 and 7 can never be in touch
- (iii) Only Nims of an identical position within our pyramid structure can navigate outside of the pyramid together at once
- (i) Only one couple is allowed at the time in Nimation.
- (ii) Nimizens are only able to communicate with their immediate neighbour, i.e 1 and 7 can never be in touch.
- "(iii) Only Nims of an identical position within our pyramid structure can navigate outside of the pyramid together at once."
- As you may imagine, the referral to multiple 1s, 2s, 3s, 4s and 5s was quite unsettling, raised jealousies and could get outsiders confused.
- The Nim Revolution, 1904, marked a turn in our history as new names were assigned to each nimizen
- As you may imagine, the referral to multiple 1s, 2s, 3s, 4s and 5s was quite unsettling, arousing jealousies that could confuse outsiders.
- The Nim Revolution of 1904 marked a turn in our history as new names were assigned to each nimizen:
- 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16.
- img: img_nim_3_small.png
alt: ""
alt: "the new names after the Nim Revolution"
- Embracing each nimizen as individuals, through distinct names and physical features became the norm.
- Our diversity had finally become the trope for a fair representation of the self within a co-dependent society.
- The following year, 1905 the L-group composed of 3, 7, 13, 14, 15, 16 and myself wanted to go even further and re-considered our architectural ideologies.
- img: img_nim_2_small.png
alt: ""
alt: "shape nims"
- "We wanted to implement a new set of rules:"
- (i) Nimation is opened to groups as much as individuals. It will no longer be a couple only experience.
- (ii) A nimizen should be able to engage with any other nimizens and not only their immediate neighbour
- (iii) Identity and social stature is not limited to ones position in the pyramid
- (iv) Nimizens should be able to navigate outside the structure with any other nimizens not only the ones of similar structural stature
- (v) The traditional pyramid structure has to become a structure amongst others, not the default structure
- (vi) Ones fate shouldnt be set in stone, one should have agency as to the path one chooses
- (vii) Nimation should be open to the growth of its nimizens as well as its annihilation, retirement of its nimizens or replacement of its nimizens
- (i) Nimation is opened to groups and individuals. It will no longer be a couple only experience.
- (ii) Nimizens are able to engage with any other nimizens, not just their immediate neighbour.
- "(iii) Identity and social stature are no longer limited to one's position in the pyramid."
- (iv) Nimizens are able to navigate outside the structure with any other nimizens not only with those of similar structural stature.
- (v) The traditional pyramid structure becomes a structure amongst others, not the default structure.
- "(vi) One's fate shouldn't be set in stone, one should have agency as to the path one chooses."
- (vii) Nimation should be open to the growth of its nimizens as well as its annihilation, retirement of its nimizens or replacement of its nimizens.
- Unable to convince the others of the necessity of the institutions rewriting our structure remained the same.
- img: img_nim_small.png
alt: ""
alt: "human nims"
- "1: Psst."
- "Silence."
- "1: Pssst!"
- "2: What?!"
- "1: Im not talking to you."
- "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: Im lonely."
- "1: I'm lonely."
- "3: We already talked about this."
- "1: Well it still hasnt been solved."
- "1: Well it still hasn't been solved."
- "3: Im sorry there is nothing I can do about it at the moment, you could..."
- "1: People assume because Im at the top of the pyramid, everything is great for me!"
- "1: People assume because I'm at the top of the pyramid, everything is great for me!"
- "1: Ha, sure is a great bore. Five centuries of solitude, an omnipotent perspective that has 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"
- "1: to slightly hope one will get some kind of input and they might never understand."
- "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 Im practising."
- "2: Quiet you two, I'm practising."
- "1: And when I go, I go alone."
- "3: Well at least you dont have to suffer the unreasonable ones of this row."
- "3: Well at least you don't have to suffer the unreasonable ones of this row."
- "1: And when I fear, I fear alone."
- "3: You talk to me, sometimes."
- "7: Is one having a moment again?"
- "3: Yes, yes, were trying to figure it out."
- "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 at soon enough again."
- "6: Let them be, they will be picked on soon enough again."
- "2: Hmm."
- "1: And when I dream, I dream alone."
- "7: They got everyone up again."
- "3: Everyones up now."
- "3: Everyone's up now."
- "1: Well not enough."
- "3: Lets keep it quiet for now."
- "3: Let's keep it quiet for now."
- "1: You know?"
- "3: Tell me."
- "1: In dreams... I walk with you."
- "3: Roy?"
---

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