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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Robert Rath Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/robertrath/</author_url><title>You've Got To Pick a Pocket or Two - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="bfBqsUk8xA"&gt;&lt;a href="https://www.escapistmagazine.com/youve-got-to-pick-a-pocket-or-two/"&gt;You&#x2019;ve Got To Pick a Pocket or Two&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/youve-got-to-pick-a-pocket-or-two/embed/#?secret=bfBqsUk8xA" width="600" height="338" title="&#x201C;You&#x2019;ve Got To Pick a Pocket or Two&#x201D; &#x2014; The Escapist" data-secret="bfBqsUk8xA" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>Buzz-napping. Cutting purses. Bung diving. Whatever you call it, pickpocketing has slipped unnoticed into the game designer&#x2019;s bag of go-to mechanics. It makes sense from a game design perspective. Pickpocketing allows players to collect small sums of money without unbalancing the game. It sets up interesting mission possibilities like stealing keys or items. However, the act itself is usually simple and uninvolved &#x2013; a tertiary mechanic at best. Which begs the question, how do pickpocketing systems stack up to real-life pickpocketing techniques, and what could developers learn from the historical record if they wanted to expand or improve implementation? A [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/library/deriv/115/115825.png</thumbnail_url></oembed>
