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rileybeans
@rileybeans
Questing onchain has always bothered me. I believe we can do better. This piece explores how game design principles can help build better in-person and onchain bridges for more connected experiences. Thank you to @samantha @christin and @mariapaula for review! https://app.t2.world/article/cm0y62pxc8674511zmcclu5148q
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christin
@christin
questing to me are often times really awkward task lists / poorly disguised onboarding imagine a world where people who are expert at games and fun like @chasesommer.eth @ispeaknerd.eth @sammy @nounishprof are appreciated by web3 companies to IMBUE fun into their community onboarding process
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Chase Sommer
@chasesommer.eth
Well most people who are experts are probs working at a studio :P But yeah I think as culture continues to be gamer-oriented, I think we'll see more and more quests. It's the logical evolution of rewards programs... Rewards programs are just super basic progression systems. Imagine Southwest airlines adding sidequests to find X thing in the food court naturally leading to people... buying food :P idk. It would be better than the quest simply being "Buy more tickets" to earn points. lots of thoughts
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christin
@christin
right?! I feel you have thought about these problems way, way more than the average founder
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Chase Sommer
@chasesommer.eth
I mean anyone looking at mainstream should consider adding a micro game studio to their investments. Gaming = culture For example, New York Times is now a gaming company that has wildly successful word games. The modern version of crossword puzzles on a newspaper. I think they make more from games than news? Fact check me on that An idea I always had was Pokemon Go-like games where you had to fight a monster inside a restaurant like Chipotle. If you defeat the monster you get 10% off. Idk there's tons of stuff that could be done like that. I think like 75% of kids play games now and everyone has a smartphone :D
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rileybeans
@rileybeans
the restaurant example would go so hard!
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Chase Sommer
@chasesommer.eth
The New York Times Games is part of a concerted effort by the paper to raise its digital subscription as its print-based sales dwindle.[2][3] Since its launch, NYT Games has reached viral popularity and has become one of the main revenue drivers for The New York Times.[4][5][6] As of 2024, NYT Games has over 10 million daily players across all platforms[7] and over one million premium subscribers.[8] According to one member of staff, "The half joke that is repeated internally is that The New York Times is now a gaming company that also happens to offer news."[9] https://en.m.wikipedia.org/wiki/The_New_York_Times_Games
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