Making and breaking the videogame loop ...Middle East

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Videogames are full of loops. Often, the loop isn't just a loop in space but a loop of labour, a loop in time. It's a repeated task with a touch of variation from cycle to cycle, typically associated with a character progression system of some kind. The classic one is the town-dungeon loop in an action-RPG such as Diablo 4. You sally forth into the depths with sword and shield, slaughter a bunch of blameless goblins, then orbit triumphantly back to the village square with its 24/7 forge and bustling adventurer's guild. Then off you go, once again, with a Sword +1 and a shield now bearing a Goblin Magnet. There are straightforward equivalents in multiplayer, especially in the wake of Call O

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