Game Design Snacks Wikia
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With the invention of in game transactions and DLC, some games have experimented with placing an NPC in game that actually hits you up for real world money while you play. It's hard to imagine something disrupting the pla

Small dungeon keeper

yer experience more than having an actual in game character remind them that the game they are playing is a commercial product and someone from the company's marketing department would like to sell you something. Paying to add content to a game should take place outside of the experience of play.

Example 02 ? (the snack itself did not have an example): Plants vs Zombies

In this game between some levels it pops a NPC called Crazy Dave to offer the player stuff to buy, even though they tried to do something funny it still breaks immersion and annoys the player. In game purchases should be optional and not attached to the gameplay moment. They should be offered when the player starts the game the first time, so he/she would be aware of it, but having in the middle of the game or in between levels is annoying and even frustrating (makes the player feel he/she is not capable of completing the level if he/she does not buy the option that is offered). It could be compared to adds poorly placed: they break immersion, distract the player and could drive the player away.

EA PvZ iPhone screen5 656x369
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