Pay to Play

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Games that require players to pay in some for to play.

This pattern is a still a stub.

Examples

Using the pattern

The easiest solution to designing Pay to Play is of course to demand payment of players. This can either be in a fee to be allowed to start playing, extra costs during gameplay, or a combination. An alternative is Heterogeneous Game Element Ownership, where players in advance need to acquire game elements by paying for them.

Pay to Play can be applied to allow players to get Expansions and well as provide extra Lives so that gameplay can continue even if a Game Over event actually took place.

Consequences

Pay to Play provides Purchasable Game Advantages and is the basic mechanism used to create Gambling. It can be required to have funds to support Dedicated Game Facilitators.

Relations

Can Instantiate

Dedicated Game Facilitators, Gambling, Purchasable Game Advantages

Can Modulate

Expansions, Game Over

Can Be Instantiated By

Heterogeneous Game Element Ownership, Money

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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