Let's talk about the most basic reward you can give a player: MONEY.
Part 1: What is the role of money in a single player game for the player?
- It provides a resource to replenish consumable resources.
- It provides a resource to upgrade his character's power.
- It provides a way to affect the game environment.
- It can serve as part of the reward mechanism.
- It provides a way for the designer to set player power growth by limiting availability of items.
- Prices can be a subtle hint as to what "Power Range" the player should buy.
- Controlled/Constant reward mechanism for doing certain actions.
- Making money do nothing - The "I am a millionaire, but no one sells anything useful."
- Excess of money trivializing money - The "I have enough money to do whatever I want. No limits!"
- Paucity/Unevenness of reward - The "Why do I bother doing quests for 3 pennies when I can kill a sheep for 12,000?"
- Making money overpower the player - The "I just bought my level 99 weapon at level 3 and now the game is EZ-mode."
- Hyperscaling - Making whatever money the player has obselete by scaling the prices.
- Money Sinks - Making available convienient ways to get rid of cash like gambling.
- Nickel and Dimes - By making boring processes of acquiring money have penalties to acquisition.
- Supply Control - By slowly expanding the shop selection.
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