Advance your career

I've just been introduced to the excellent game progress, which is related to Bartle's observations of the online gaming world to understand real-world applications, which in many ways can also be compared with large games.
Maybe, a game designed?
ProgressQuest is a deception that MMORPG is used to, i.e. “Sand” to gain experience points, that is, engage in uncertain behavior (killing non-player monsters) to achieve other purposes, especially the improvement of level, wealth, special weapons.
Just stop me, as long as you get the point of this analogy
ProgressQuest requires little player interaction. If interaction is indeed needed, then interaction is meaningless. For example, you can choose an affiliation – although it doesn't matter.
In the game, it plays its own role (deception on the auto-counter function, which prevents the player from repeating the actions through trivial battles), and you can head to the “killing ground”. Here you can kill monsters after monsters (serve to customers, write reports after reports, call after calls,…) collect a small amount of rewards each time (things that monsters will drop (member bonuses, sales commissions, sales commissions, resumes or markers on publishing records). Once there is enough reward, once you have enough rewards, you can automatically go back and sell them so that they can sell their weapons, when you will become a new weapon, or a new one…)… back to the killing field.
I've been playing for half an hour. I can't help but admit that it's a bit of a casual way of watching TV. Watch what you'll kill next or what “level” you'll raise or the “special weapons” you can buy are “engaging”.
Much like real life…
Bartleby divides online gamers into four categories: Achieveers, Explorers, Killers and Social Organizations.
in short…
- Achieveers will play points, rewards, levels, weapons, etc. (they play in the world).
- Social organizations will interact with other players.
- Explorers play interacting with the world and discover new things.
- The killer plays the action against the players, that is, kill them.
Progress Quest is a deception of the achiever. Achieveers are primarily concerned with progress in the system. Most people are actually achievers, so most online games, computer games (dare I say the real world) are designed with achievers in mind. You can make it possible to do anything by forming titles, small rewards, special things that can be shown to their world of achievement, so that they can do anything (especially hand over their time in the world of game and/or hard-earned money in the world of game).
Try clicking on the link and playing for a while. Now, let's say you can only watch $50,000 a year, or maybe not completely automatic, but you have to click A to attack, occasionally returning to town to convert loot and experience points into status symbols, that is, do something mentally unstimulating on AutopiLot. Will you go to work?
There are red pills Swallow.
What is most fascinating to me is that this grand social engineering works very well. I'm a “explorer” and I think I can figure out how the game works and fully “hack” it to drive out of the back door. I “retirement” – looking for ways to spend time without involving “achieving” and “becoming everything I can” by collecting levels, gold and trinkets.
Using the Gerviva analogy, the killer is sociopath, the achiever is ignorant, the socialist is…well, the analogy is a bit broken down, or at least I don’t see it anymore. In the gaming world, killers often attract followers who look up to them. In a sense, I do look up to the killers (maybe because they killed the achiever… Muhahahaha ). In the real world, the killer works on Wall Street and on top offices. I kind of see social institutions as Eloiburgers, and the achiever is Morlocks. The explorer is a “hacker”. The killer can’t touch them, and other groups don’t care about them. They exist outside the system because they have surpassed it.
Here, the system we know is a college degree, followed by 40 years, working in 9-5 jobs, and then a retirement home. This system is just a part of the world. Fortunately, there are still many places in the world to explore. From an early retirement perspective, the tricky part is how to explore it. In the sense of accumulating experience, most parts of the world are built around achievements. I've been there and done it; life is too short. Now, the challenge is to find a different mission.
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Originally released 2010-08-13 22:04:27.