Difference between revisions of "Purchasable Game Advantages"

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=== Examples ===
 
=== Examples ===
[[Entropia Universe]]
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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.
  
[[World of Warcraft]]
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Developing characters or acquiring rare equipment in [[:Category:Massively Multiplayer Online Games|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.
 
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.
  
[[Poker]], [[Texas Hold'em]], [[Roulette]]
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== Using the pattern ==
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[[Game-Induced Player Social Status]]
  
  
== Using the pattern ==
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[[Collaborative Actions]]
Purchasable Game Advantages (Players can pay real currency to gain in-game advantage; Enablers: Collaborative Actions, Social Status)
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[[Resources]]
 
[[Resources]]
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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[[Characters]]
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[[Equipment]]
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[[Value of Effort]]
  
 
== Consequences ==
 
== Consequences ==

Revision as of 14:13, 13 February 2011

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


Collaborative Actions

Resources

Diegetic Aspects

Interface Aspects

Narrative Aspects

Characters

Equipment


Value of Effort

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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