Purchasable Game Advantages

From gdp3
Revision as of 14:32, 13 February 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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.

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

Some Game Elements can become Purchasable Game Advantages in Online Games, most often Characters since these are directly linked to accounts whose passwords can be traded. Equipment can also be used but these need to be Tradeables.

Collaborative Actions

Resources


Diegetic Aspects

Interface Aspects

Narrative Aspects

Player Balance

Value of Effort

Consequences

Buying, and selling, game advantages are examples of Extra-Game Actions.


Relations

Can Instantiate

Extra-Game Actions

with ...

Can Modulate

Can Be Instantiated By

Characters

Equipment together with Tradeables

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

-