Purchasable Game Advantages
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
Betting games are the most obvious examples of games that have Purchasable Game Advantages. This may that actually money is used as game elements, which happens when friends play Poker, or buy players being able to buy chips for real money at a casino, which is common for how Roulette and Texas Hold'em is played.
Developing characters or acquiring rare equipment in Massively Multiplayer Online Games represent time investments and therefore have some value. This may lead of a trade of game elements which can either be resisted by the developers of game, e.g. World of Warcraft, or embraced and made into a core aspect of the gameplay, as for example Entropia Universe does.
Some games running on social media platforms such as Facebook, e.g. FarmVille and Ravenwood Fair, allow the use of Facebook credits to purchase resources need to complete buildings or quests.
Using the pattern
Game-Induced Player 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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