Pricing a game – Risk and reward gameplay

When it comes to free games versus paid-for games, I enjoy a game a lot more if I’ve paid for it.

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Buying a game is one more risky decision that can be very rewarding, the rest are in-game. Just like playing a game and choosing between two weapons when you can only carry one.

Is the price of the game one more atom in a list of rewarding game ingredients?

Purchasing a well priced game make me feel great. An agonising decision is my favourite! Of course if the game sucks then I feel bad, and that’s not a good thing.

Something to think about when you go to price your game. Is the act of buying a game, a game we play with ourselves?

Note: New to game atoms? read Danc’s post on The Chemistry of Game Design

2 Responses to “Pricing a game – Risk and reward gameplay”

  1. Danc says:

    Purchasing a game can very much be seen as a skill atom. It involves
    - Signaling to the player that the action is valuable
    - The act of completing the purchase
    - The delivery of the new content to player
    - The feedback to the player that their action was either a success or a failure.

    You see purchasing-type game mechanics throughout games. Real world purchasing can be modeled using the same techniques as in game purchasing. It is a fun exercise.

    Great post!
    Danc.

  2. Chris says:

    Insightful comment, thanks!


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