December 2019
Intermediate to advanced
500 pages
11h 13m
English
On a seemingly regular morning in 2003, I woke up feeling different. I felt utterly unenthusiastic about the new day. There was nothing to look forward to – no demons to slay, no gears to perfect, no drops to loot and no Excel spreadsheets to strategize on. That was the first morning after I decided to quit Diablo II, a computer based role-play-game (RPG) developed by Blizzard Entertainment.
And I felt extremely empty.
Little did I know that I was going through one of the most treacherous effects stemming from black hat game design. Something I now call the “Sunk Cost Prison.”
But it was that morning, that I also had the most impactful epiphany in my life, something ...
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