Purchasable Game Advantages
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Games designed so players can spend real world currency to gain in-game advantages.
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Poker, Texas Hold'em, Roulette
Using the pattern
Purchasable Game Advantages (Players can pay real currency to gain in-game advantage; Enablers: Collaborative Actions, Social Status)
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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