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Correct mis-attributed game credit (#1011)
## Changes <!-- Please summarize your changes. --> - Corrected mis-attribution in screenshot from Adopt Me! to Pet Simulator X! <!-- Please link to any applicable information (forum posts, bug reports, etc.). --> ## Checks By submitting your pull request for review, you agree to the following: - [X] This contribution was created in whole or in part by me, and I have the right to submit it under the terms of this repository's open source licenses. - [X] I understand and agree that this contribution and a record of it are public, maintained indefinitely, and may be redistributed under the terms of this repository's open source licenses. - [X] To the best of my knowledge, all proposed changes are accurate.
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content/en-us/production/game-design/introduction-to-quest-design.md

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@@ -114,8 +114,8 @@ An experience's economy is tied to its core loop. When a player engages with the
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For these reasons, it can be beneficial to drip-feed resources to players over time, and one way to do that is through quest rewards. Dailies are an excellent delivery mechanism for currencies because the rewards are reliable, small, and valuable enough to encourage players to return every day.
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<figure>
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<img src="../../assets/game-design/introduction-to-quest-design/quest-design-7.png" alt="A pop-up UI in the Adopt Me! experience that displays tiles in a top-down list to inform players what they need to do for each tile's quest to obtain a reward." width="70%"/>
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<figcaption>Daily quests in [*Adopt Me!*](https://www.roblox.com/games/920587237/)</figcaption>
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<img src="../../assets/game-design/introduction-to-quest-design/quest-design-7.png" alt="A pop-up UI in the Pet Simulator X! experience that displays tiles in a top-down list to inform players what they need to do for each tile's quest to obtain a reward." width="70%"/>
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<figcaption>Daily quests in [*Pet Simulator X!*](https://www.roblox.com/games/6284583030/)</figcaption>
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</figure>
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### Increase engagement

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