
alixkun🟣🎩🍡
@alixkun
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Farcapedia!
v0-farcapedia-project.vercel.app
I took some time to build Farcapedia, a community led knowledge base miniapp for the Farcaster ecosystem. After writing a blog note about the Farcaster ecosystem, I realized there was no persistent source of information about it and I thought it would be cool to have one.
I hope people here will embrace it, populate it with information about the ecosystem, whether it's information about memes or cultural aspects of the community, or hold an exhaustive list of all the Farcaster clients available, or have information about past experiments etc... Anything goes, as long it relates to the Farcaster ecosystem.
I entirely vibe coded it using v0.dev and Supabase (Thanks @linda !), and will try to maintain it in the best way possible (reach out if you wanna help, because I'm not a developer originally!). In any case, don't hesitate to flag bugs to me directly, or send me suggestions! It's the first version I'm putting out there. I'll write another cast soon about how the rules work for the platform, but right, anyone can write new articles.
Last, I'm going to tag a few people in the community who I hope can help contribute! :)
@pichi @ghostlinkz.eth @jacek @dwr.eth @nounishprof @ted @purp @v @bitfloorsghost.eth 3 replies
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Gaming thought of the day:
It's funny that "Play to Pay" has actually already been coined, but to characterize games where you make money (to pay for stuff IRL).
Recently I've been thinking a lot about how (most) free-to-play mobile games nowadays are designed in the same way, using the same psychology-based tropes to capture a user's attention, and then bring him/her into a monetization cycle.
It usually starts by letting you make fantastic progresses, level up fast, get new shiny items, equipments, powers...Then as you level up, progression speed slows down exponentially, in order to create frustration: they got you addicted to fast progress and shiny new things, and now they frustrate you by slowing things down. The monetization comes here: most games bet on your willingness to pay a small amount (2$, 3$ or more) to avoid feeling this frustration.
It's really crazy how 99% of free-to-play games are built on this exact pattern. To the point where I find myself wondering why I keep starting playing new games on mobile: I already know that at some point, progress will be so slow, it'll become extremely boring, but since I don't want to pay, I'll most likely stop playing, wasting all the time I've spent on the game so far.
Which brings me back to my original thought: these games are not free-to-play, they're play-to-pay: you play your way into paying. These games are not designed to entertain you, they're designed to trap you, to set up an emotional build up that's going to maximize the chances you'll spend money in the game. They're like gamified psyops. Once you understand that, starting a new game is acknowledging that you're "playing to pay", because you know the end goal of this game is to make you pay. You'll either pay, or leave.
It's not like I've realized that yesterday, but I feel like we're at the peak of the chasm between how games used to be designed (entertain you, make you have a good time) and how games are designed now (Slowly build up your frustration and ask you to pay to alleviate it). 0 reply
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