Game Mechanic For Hire

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Money, 9.7.08

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Money… It’s a hit. Don’t give me that do-goody-good bullsh-  Ooh. Caught that lyric just in time. But money is awesome. That’s why it’s also used in so many games. You may not have much capital yourself, but in a game, you can be RICH! Wealthy, even! Today we’re looking at different ways to use filthy lucre, from generating it to applications of said greenbacks.

-Allowance. Players all get the same amount of money each turn/for the entire game. This is more for games where the money itself doesn’t do as much or is fairly Monty Hall. Either way, it can make decisions interesting by restricting what is available to buy amongst all the players. In a sport team management game, each player could
be given the same amount of money for a season to do with as they see fit, be it upgrade equipment, sign free agents or just hoard it away for next season.

-Spend It To Make It. Players start with a modest income, and may invest to increase it. Common in business simulators, it follows the old adage: you need to spend money to make money. The same is true in board games: invest wisely, and you’ll have more money than you really know what to do with in no time. In a soda company game, you could choose to spend your money on your established brands via advertising and such, or branch out into new areas for a potentially larger client base. It involves risk, but the reward either way should pay off in some way.

-Stocks. Players hold stocks that pay dividends based on the company’s performance. A modified form of Spend It To Make It, this is a more passive version. The companies themselves may be controlled by multiple players, making the ‘Spend Money’ part more chrome-y where it wouldn’t have necessarily fit. It may not even need to be stock. It could be *live*stock. In a farming game, each critter owned during harvest/state fair/etc could produce money via
fur/wool/milk/calves while still performing other functions for the player, like helping plow fields.

-Replenish The Stores. Players spend money to replace spent resources/units. More for ameritrash or ‘Store’ games, money is more of a means than an end more here than in other cases. Sure, you conquer new places to get more money, but only for the purpose of putting more pain on the table; be they a swarm of groundpounders or
that reeeeaaally shiny tank that takes three turns of saving to buy. On the euro side, this is also a variant of Spend Money To Make Money. In a store operation game, you spend money to place merchandice on shelves and open new store fronts to place more merchandice in. Once it sells, you take the money and continue to do the same thing on increasingly larger scales.

Keep on designing, yo!



Written by krinklechip

August 18, 2009 at 1:41 am

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