diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..8dd9573 Binary files /dev/null and b/.DS_Store differ diff --git a/count.ipynb b/count.ipynb index d13f65c..0220cdc 100644 --- a/count.ipynb +++ b/count.ipynb @@ -2,7 +2,7 @@ "cells": [ { "cell_type": "code", - "execution_count": 4, + "execution_count": 2, "metadata": {}, "outputs": [ { @@ -12,12 +12,13 @@ "Nim Fanfic: 73\n", "What is a loot box?: 158\n", "One-sentence game ideas: 98\n", + "Exquisite Branch: 22\n", "Miriam the Leader: 32\n", "Katamari Fanfic: 147\n", "there are 2 types of treasure chest: 24\n", "\n", "\n", - "Total post-it: 532\n" + "Total post-it: 554\n" ] } ], diff --git a/mimic/contents.md b/mimic/contents.md index 97665b3..d48680b 100644 --- a/mimic/contents.md +++ b/mimic/contents.md @@ -34,3 +34,21 @@ contents: TODO: images 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 could be presented as a little game like: find the treasure beware of the mimic + +https://www.pcgamer.com/the-murderous-history-of-mimics/ + +Despite Greenwood's definition of the mimic giving them the power to take any shape, mimics 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 II’s specs, there was barely enough room for a fantasy world, let alone rich dialogue. So, to meet gameplay needs, ‘the mimic’ was colloquialized to ‘the monster chest.’ + +But while Baldur’s Gate didn’t have an easy time cramming an isometric RPG into a disc, its mimics were a result of design philosophy more so than technical limitations. Again, the focus here was on exploring a world, and to that end mimics were most useful as a clever way to liven up dungeons. And really, aside from the whole eating people thing, that’s what mimics have always been about: meeting the unique needs of games. + +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 isn’t even a monster anymore, just a trigger for a random encounter. Does that make it a mimic? No, but it’s still a different means to the same end, and it’s still hardware dictating design. Random encounters were instituted to free up memory, after all. + +aesthetical relation between + +loot box simulator +https://www.youtube.com/watch?v=FwLdQeM5bM0 + +& + +model zoo forensic architecture +https://www.youtube.com/watch?v=Jb2IEY8cya0&t=170s diff --git a/xquisite/.DS_Store b/xquisite/.DS_Store new file mode 100644 index 0000000..33b193e Binary files /dev/null and b/xquisite/.DS_Store differ