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37 lines
1.9 KiB
Markdown
37 lines
1.9 KiB
Markdown
3 years ago
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---
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title: there are 2 types of treasure chest
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credits: Kamo
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contents:
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- "In RPG games the Mimic is a monster that appears as a treasure chest. "
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- "When a player tries to interact with it in order to get the contents of the chest"
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- "it reveals its true nature and attacks her "
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- "The name of the Mimic come from its act of mimesis: "
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- "this creature is like a predator "
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- "that disguises itself in order to sneak up on its prey."
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- "A treasure chest in a game can be seen as a temporary safe zone "
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- "because it interrupts the flow of incoming threats "
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- "by offering a reward to the player. "
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- "The Mimic endangers this temporary safe zone"
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- "and breaks a kind of contract between the player and the game. "
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- "The treasure chest is transformed in a risky russian roulette, "
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- "that inoculates danger in the safe zones of a narration."
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- "I'm tempted to write that the loot box is something like a meta mimic: "
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- "an object that promises an in-game reward "
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- "but produces a damage to the player. "
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- "What's more is that this damage is inflicted in the real world "
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- "not to the player but to the person. "
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- "What's then the difference between a loot box and a Mimic?"
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- "I'd like to explore the evolution and the ecology of the mimic through different games. "
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- "How do the game designers choose where Mimics spawn? "
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- "What are the relations between those creatures, the level design, the stress of the player"
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- "as well as her expectations and trust in the game world? "
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- "Are there similarities in the way the Mimics and the loot boxes are presented to the player?"
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---
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TODO: images
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would be nice to have sequences with the mimic treasure chest and the mimic monster in sequence, so it's like you are opening it and interacting
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could be presented as a little game like: find the treasure beware of the mimic
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