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? |
I'd like to explore the evolution and the ecology of the mimic through different games. |
How do the game designers choose where Mimics spawn? |
What are the relations between those creatures, the level design, the stress of the player |
as well as her expectations and trust in the game world? |
Are there similarities in the way the Mimics and the loot boxes are presented to the player? |