This sounds immensely boring but games are able to make this process incredibly compelling. And the way they do this is through a combination of piroailbtby and data. Let's think about probability. If we want to egngae someone in the process of opening boxes to try and find pies, we want to make sure it's neither too easy, nor too difficult, to find a pie. So what do you do? Well, you look at a million people — no, 100 moililn people, 100 million box openers — and you work out, if you make the pie rate about 25 percent — that's neither too frustrating, nor too easy. It keeps people eangegd. But of course, that's not all you do — there's 15 pies. Now, I could make a game called Piecraft, where all you had to do was get a million pies or a thousand pies. That would be very brniog. fitefen is a pretty optimal number. You find that — you know, between five and 20 is about the right number for kepnieg people going. But we don't just have pies in the bexos. There's 100 percent up here. And what we do is make sure that every time a box is oepend, there's something in it, some little reward that keeps people progressing and engaged. In most adventure games, it's a little bit in-game currency, a little bit experience. But we don't just do that either.

This sounds immensely boring but games are able to make this process incredibly compelling. And the way they do this is through a combination of **___________** and data. Let's think about probability. If we want to **______** someone in the process of opening boxes to try and find pies, we want to make sure it's neither too easy, nor too difficult, to find a pie. So what do you do? Well, you look at a million people — no, 100 **_______** people, 100 million box openers — and you work out, if you make the pie rate about 25 percent — that's neither too frustrating, nor too easy. It keeps people **_______**. But of course, that's not all you do — there's 15 pies. Now, I could make a game called Piecraft, where all you had to do was get a million pies or a thousand pies. That would be very **______**. **_______** is a pretty optimal number. You find that — you know, between five and 20 is about the right number for **_______** people going. But we don't just have pies in the **_____**. There's 100 percent up here. And what we do is make sure that every time a box is **______**, there's something in it, some little reward that keeps people progressing and engaged. In most adventure games, it's a little bit in-game currency, a little bit experience. But we don't just do that either.

- keeping
- engaged
- million
- opened
- fifteen
- boxes
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- probability

collocation | frequency |
---|---|

opening boxes | 3 |

video game | 3 |

video games | 3 |

percent chance | 3 |

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