Purchasable Game Advantages
From gdp3
Revision as of 09:11, 13 February 2011 by Staffan Björk (Talk | contribs)
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
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
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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