Best practices for implementing collectible virtual item "packs"?
- by Glenn Barnett
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?