Game Mechanic For Hire

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Auctions, 8.18.09

with one comment

Up next, we have this lovely article about auctions.  It is guaranteed to have at least THREE different ideas on how to do auctions.  If you want more, check out this other article that hit the auction block a year ago…  Now, do I hear 10?

-Multiple currencies.  There are multiple types of money and each one trumps the others in certain instances.  Revolution! by Steve Jackson uses this mechanic to great effect; money is the lowest, blackmail trumps money and force trumps everything.  Another way to do it is to have each currency vary in its strength.  Say we have a Thief-style game where you are stealing different kinds of jewels.  In order to evade getting caught, you need to bribe guards that favor different types of jewels, with the player bidding the favorite of the guard being the only one not to get caught.

-Closed Economy.  There is only X money in the game which exchanges between players.  Ra and is a good example of this kind of auction system.  In Ra, whatever number ends up being the winning bid is part of what is up for auction next round with the winning player taking the number that was part of the current auction.  You could expand this to include the things that you are purchasing, as well.  Take a bazaar style game.  Each turn, animals, gems, food and so forth are put up for auction.  Not only can you bid money, but previous acquisitions (at a predetermined dollar amount) to gain what is put up for auction.  Whoever wins puts everything auctioned into the center to add to the next auction.

-Action Point bid.  For a twist to action point games, auction off the actions for the round for action points.  Say we have a gold rush game.  Actions would be revealed (pan/sluice for gold, explore for new stakes, etc.) that would then be bid on with the action points each player has for the round.  More action points spent thematically means that player took more effort than everyone to profit from the action.  Once all actions have been claimed, the round ends.  Any action points that are left over at the end of a round would be lost since action points (usually) refresh each round.

50,000?!  Going once… going twice… Sold!  This Mechanic of the Day is finished.

Keep on designing, yo!

Phil

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Written by krinklechip

August 18, 2009 at 5:08 pm

One Response

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  1. I’m actually working on a game that uses AP bidding. Players get a fixed amount each round (currently four), but they don’t bid for a specific action; the winner chooses his action from those available. I think this will make the bidding more interesting because players may be bidding aggressively but not necessarily for the same action, especially if the order the actions occur is significant as well.

    thehav

    August 21, 2009 at 2:08 pm


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