Revenue Enhancing Devices: Difference between revisions
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== Collectible Card Games ==
* In [[Collectible Card Game]]s, the cards you get in a pack will be randomized, with certain cards more common than others—for instance, ''
* The ''[[World of Warcraft]]'' spinoff trading card game has special "Loot Cards" which have codes on them that can get you vanity items for your ingame character. Anything from a rideable turtle to a pet gorilla, but nothing that will give your character an actual combat advantage. Pretty much the sole reason for these loot cards is to sell more booster packs.
* Some [[Collectible Card Game]]s ''are'' Revenue Enhancing Devices. The fourth ''[[Star Wars]]'' game didn't even ''try'' to hide the fact that you were going to lose if you weren't willing to shell out enough money to get cards like Anakin, Count Dooku and other ''Episode II'' stars.
* ''[[Dungeons and Dragons|D&D Miniatures]]'' has a similar deal with booster packs. Additionally, miniatures are divided into four "alignments", and all your creatures have to be from one alignment. This significantly increases the number of booster packs you have to buy to make a playable army. Note also that this randomization is considered annoying by those who buy the miniatures so that they can be used to represent combat in ''D&D''.
* [[Hero Clix]] uses the booster pack model. A booster will have two commons, two uncommons, and one rare. One in (about) every four packs will instead have two commons, one uncommon, one rare, and one super-rare. Given that they encourage you to buy new sets in packs of 12 (you get a free figure if you do), not bad. So, of course, that's not the end of the story. Some sets have chase figures, which have varities varying from 1 in every 50 boosters to 1 in every 100. If you want one, you've got two choices: get extremely lucky, or get over to eBay.
== Downloadable Content ==
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