In an apocalyptic society where there aren't enough resources for everyone and it's impossible to ensure everyone's survival, some people may have to be sacrificed.
And when that happens, your survival depends on convincing society that someone else should be sacrificed instead of you. Someone else just wanting to survive is a direct threat to your survival. Being able to convince everyone that you're superior to others is an important survival skill. Being able to find a convenient scapegoat is an important survival skill.
And some people never grow out of that. Even when the apocalypse is over and it becomes possible to ensure everyone's survival, those who mastered the "kill them and not me" skill don't want to let go of it.
So they actually feel good when poor people or disabled people are left to die. They actually feel good when people of color are jailed or murdered by the police. They think "if it happens to them, it won't have to happen to me". They'll gladly suffer as long as they have the reassurance that someone else is suffering more.
People with power then create artificial scarcity in order to make sure this continues happening.
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I hate hate hate how Module Blocks are limited to 4/month!.
I just want to spend a month farming and get rewarded by getting half a dozen little fun tidbits of lore. But instead, since we only get 4, which is only enough to get a SINGLE 6* stage 1 module, this month I will upgrade two Sniper Modules to Stage 2,giving them some piddling and wholly uninteresting stat boosts, because with it being such a extremely limited resource I need to prioritize Modules for the people I actually use.
I hate it.
If this had been the case when Modules launched, I would never have gotten Glaucus' Module, since she's a objectively bad unit, which is one of my all-time favorite pieces of Arknights Lore ever.
Just let me farm the stupid things!
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"The works of the roots of the vines, of the trees, must be destroyed to keep up the price, and this is the saddest, bitterest thing of all. Carloads of oranges dumped on the ground. The people came for miles to take the fruit, but this could not be. How would they buy oranges at twenty cents a dozen if they could drive out and pick them up? And men with hoses squirt kerosene on the oranges, and they are angry at the crime, angry at the people who have come to take the fruit. A million people hungry, needing the fruit- and kerosene sprayed over the golden mountains. And the smell of rot fills the country. Burn coffee for fuel in the ships. Burn corn to keep warm, it makes a hot fire. Dump potatoes in the rivers and place guards along the banks to keep the hungry people from fishing them out. Slaughter the pigs and bury them, and let the putrescence drip down into the earth.
There is a crime here that goes beyond denunciation. There is a sorrow here that weeping cannot symbolize. There is a failure here that topples all our success. The fertile earth, the straight tree rows, the sturdy trunks, and the ripe fruit. And children dying of pellagra must die because a profit cannot be taken from an orange. And coroners must fill in the certificate- died of malnutrition- because the food must rot, must be forced to rot. The people come with nets to fish for potatoes in the river, and the guards hold them back; they come in rattling cars to get the dumped oranges, but the kerosene is sprayed. And they stand still and watch the potatoes float by, listen to the screaming pigs being killed in a ditch and covered with quick-lime, watch the mountains of oranges slop down to a putrefying ooze; and in the eyes of the people there is the failure; and in the eyes of the hungry there is a growing wrath. In the souls of the people the grapes of wrath are filling and growing heavy, growing heavy for the vintage."
John Steinbeck, The Grapes of Wrath
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Product design and psychology: The Application of Artificial Scarcity in Video Game Design
Keywords: Artificial Scarcity, Video Gaming, Game Design, Player Behaviour, Psychological Manipulation
Abstract:
This paper explores the concept of artificial scarcity and its strategic utilization in video game design. As a psychological manipulation technique, artificial scarcity significantly influences player behaviours and decisions, shaping engagement patterns. Detailed case studies provide a comprehensive understanding of this principle's deployment and its implications, illustrating the concept from a product design perspective.
Introduction:
Video game design often leverages psychological techniques to promote player engagement and monetization. Artificial scarcity, a concept widely recognized in marketing and economics, has also found its way into the gaming industry, shaping player behaviours and enhancing game dynamics. This paper aims to investigate the intricate applications and implications of artificial scarcity in the world of gaming.
Artificial Scarcity in Gaming: Conceptualization and Design
Artificial scarcity refers to the deliberate restriction of the availability of certain items or experiences. In gaming, this can take form through limited-time events, exclusive in-game items, or special characters, all available for a certain period or in limited quantities. By creating an illusion of scarcity, game designers can invoke a sense of urgency, encouraging players to engage more with the game or make in-game purchases.
Case Study: Fortnite
Epic Games' Fortnite effectively employs artificial scarcity with its "Battle Pass" system. Each season introduces exclusive rewards, skins, and emotes, available only for a limited duration. Once the season ends, these items become unavailable, making them coveted assets and driving player engagement and in-game purchases.
Case Study: Pokémon GO
Niantic's Pokémon GO capitalizes on artificial scarcity through its limited-time events where certain Pokémon species become temporarily available. The game also features "shiny" Pokémon - rare, alternate-color versions of regular Pokémon. These scarce entities inspire players to participate more actively in events and hunt more diligently, driving continuous engagement.
Implications for Game Design
While artificial scarcity can be a powerful tool to drive engagement and monetization, it's crucial for game designers to be mindful of its potential impacts. Overuse of this technique could lead to player fatigue or even resentment. As such, game designers must carefully balance the use of artificial scarcity with the overall player experience and game economy.
Conclusion
The use of artificial scarcity in video game design offers a potent mechanism for influencing player behaviour and enhancing game dynamics. However, the careful and ethical deployment of this principle is crucial to prevent negative player experiences and maintain game balance. As the gaming industry continues to evolve, it will be interesting to observe how artificial scarcity and similar psychological principles are effectively and ethically integrated into the design of enjoyable, engaging gaming experiences.
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