Best practices for implementing collectible virtual item "packs"?
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Glenn Barnett
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Published on 2011-02-18T15:32:12Z
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2011/02/18
15:34 UTC
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I'm in the process of building a game in which virtual items can be obtained either by in-game play (defeating enemies, gaining levels), or by purchasing "packs" via microtransactions.
Looking at an existing example like Duels.com's item packs, it looks like a lot of thought went into their implementation, including:
- Setting clear player expectations as to what can be obtained in the pack
- Limiting pack supply to increase demand and control inflation
Are there other considerations that should be taken into account? For example, should the contents of the packs be pre-generated to guarantee the advertised drop rates, or is each drop rate just a random chance, and you could end up with higher or lower supply?
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