Pay to Play

From gdp3
Revision as of 13:26, 26 January 2015 by Staffan Björk (Talk | contribs) (Examples)

Jump to: navigation, search

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

This pattern is a still a stub.

Examples

Gambling Games are archetypal examples of games requiring people to pay to play them. Examples include Blackjack, Poker,and Roulette. Pinball Games and later Arcade Games such as Asteroids, Donkey Kong, and Pac-Man later mechanized this.

Some Massively Multiplayer Online Games, e.g. Ultima Online and World of Warcraft, require players to pay monthly subscription fees to continue playing. Others, e.g. Farmville and Candy Crush Saga, don't require players to pay to play directly but does it indirectly by letting them by upgrades and power-ups.

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

Lives Power-Ups Upgrades

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

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-