BALLIN': DISCUSSING MONEY AND HOW IT WORKS IN GAMEPLAY

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I actually liked the method in Final Fantasy XII where you get item drops from enemies that can be sold for cash. Depending on the item and its rarity, it can be sold for varying amounts of money. Now let's take this idea further and have variations of selling price for each item based on the town and location you sell it at. For example, selling a cold parka fleece dropped from some wintry enemy would sell more in that town that is snowy. But try to sell that cold parka fleece in a summer town by the beach and you'll be getting some weird looks and a lower sell point. Its a simple example, but I feel for those micro-managers out there, they would be all over that, trying to find the best buck for their item drops for sell.
Don't forget the supply side of the equation though. If the fleece is dropped by creatures right next to the winter town, and the place is crawling with them, then it makes sense that they would already have an abundant supply, so they're not going to pay premium prices for more of them.

Trading in Suikoden III had a mechanic that attempted to account for both supply and demand, but in practice it was totally broken and exploitable. Certain locations produced certain goods, and thus the prices for them were relatively low there, while each place had particular goods that were desirable imports. The designers tried to inject some realism, by making it so that when particularly large amounts of a good were present at a trading location, the price would go down due to the elevated supply. The implementation didn't pass a basic sanity check though; it's possible to stockpile goods, sell them to a single trading outpost, leave, and return a short time later, and buy the goods back for a fraction of what you sold them for, because you've driven the price down by elevating the supply. With gold and pearls, the most valuable goods, this wasn't just a practical way to make money, it was the most effective way to make money, and practically a necessity if you wanted to upgrade a significant fraction of your characters' weapons to their highest level in endgame.
I think those last two points (utility and supply & demand) are very good ones. There are two other things that nearly always get ignored about money in RPGs. First, it's (normally) heavy, at least outside of present-day and SF settings. No paper money, no credit cards. If you find a chest full of coins in a dungeon, it'll be heavy and bulky. There are some small, light items with high value (gemstones) but they're non-divisible. This should place a realistic limit on the wealth a player can carry around. If he leaves the rest in a "safe place" - well, locks were really crappy back then. Banks get robbed. Problem solved.

Secondly, shopkeepers have finite cash reserves - sure, Trader Joe wants to buy your Axe of Slaying, but he doesn't keep 5,000 gold coins on the premises. To make a realistic offer he'll probably have to throw in other goods, maybe training, etc.

Of course, the issue here is "realistic" versus "fun". If players want to spend longer selling stuff from adventures than actually adventuring then they should be able to, but it's probably best to introduce at least one trader character early on so that players who don't care about squeezing every last copper out of their loot can just dump all their crud on him, he sells it on and takes a cut. Maybe he offers credit in his shop rather than a giant sack of heavy coins. Of course, it's very easy then to remove "excess" wealth - the trader gets greedy, or gets robbed, or whatever.

Alternatively, let them get rich. Adventurers take risks most people would pale at, and I don't really see a problem with them getting wealthy as a result once they've been doing it for a while. Limit what they can actually buy with it instead. If nobody in town sells plate mail it doesn't matter how much money you have, you still can't get it without a long journey (or trusting someone else to go get it for you, and hope they don't get robbed themselves or do a runner with your deposit). You could also impose legal restrictions on what certain people can own (not just the fantasy equivalent of firearms restrictions but potentially also sumptuary laws, that kind of thing). Maybe only one nation can forge steel and won't sell it to your country because you're at war, or maybe the technique for forging it was lost centuries ago. In this situation you could end up with adventurers who throw money around on big parties every time they get back from an adventure, but get looked down on by the local nobility, which sounds like a dynamic that has possibilities.

First post, by the way. Hello everyone!
I should add that I liked the way the Elder Scrolls and Fallout games handled this - monsters rarely drop "loot" but often body parts that are useful as food or magical ingredients, and shopkeepers generally have a very limited inventory and cash reserves so you are often bartering and may have to sell something valuable at a loss if you're in a hurry.

That said, the whole "wolves drop wolf pelts" mechanic is a little too neat for me. If you want animal skins you have to skin animals; this takes time and skill, could attract other predators, and then the skin will need curing before it starts to rot. Collecting "magical ingredients" in the right way probably also requires you to have some specialist knowledge - maybe the bear kidney for that Potion of Strength has to be cut with a copper sickle in daylight and immediately stored in alcohol, for example. This could be one way to limit the value of a kill to early-career adventurers.

Sorry, I didn't know double-posting was against the rules.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Tardigrade
maybe the bear kidney for that Potion of Strength has to be cut with a copper sickle in daylight and immediately stored in alcohol, for example. This could be one way to limit the value of a kill to early-career adventurers.

This is generally the opposite of what you want to do, though. As your character progresses and becomes stronger, killing weak enemies is easier and should therefore provide less of a reward. Not more of one.
Well, the rewards are relative to the characters' needs at any given point in the game. A strong character might be able to make more money killing weak monsters than a weak character could, but still have the money be negligible compared to other things they could be doing with their time by that point.

That said, that sort of game situation probably calls for systems that simulate the sort of progression of numerous trade and survival skills, which is doable (as in Elder Scrolls: Daggerfall) but difficult to implement and liable to be confusing (I found Daggerfalls skill system more frustrating than enjoyable. It enables numerous playstyles, yeah, but when you're just starting the game and don't understand those various playstyles and still have to make choices regarding your skill distribution, it's overwhelming and irritating.)

I do think there are a lot of interesting things you can do with giving vendors limited money supplies though, or having them refuse to deal in goods outside their usual market. So for instance, early in the game, you might find some extremely valuable relics in a dungeon, and have to make a choice between selling them to a merchant for a fraction of their value, or holding onto them until later in the game when you can sell directly to a buyer prepared to pay you something closer to their real value.
Marrend
Guardian of the Description Thread
21806
This conversation is sparking memories of the Might and Magic series where characters could acquire a Merchant skill. In iterations of the series after the 5th game, one's Merchant skill had an effect on how closely to the actual value of an item you would have to pay for, or how much money you would get it you sell an item off. Then, there is the fact that characters do not level up automatically. You had to go to a training facility and pay money to level up.

I seriously doubt the "pay for levels" idea would work in today's market, but I've seen the Merchant skill elsewhere (i.e. Fallout's Barter).
@Tardigrade: Please don't double post. It's against the rules of the site. Instead, edit your previous post with the "Edit" button.
Just randomly remembered Starfox Adventures' silly "haggling" system. I haven't played the game in years, so I might be remembering some of this wrong:
Whenever you go to buy something, the shopkeeper puts up a number ticker that you can move up and down. Every item seems to have a minimum price that the shopkeeper is willing to sell it for, but go any lower and he'll just yell "NO. THAT'S TOO LOW!". Keep going to low and he'll tell you to "GET OUT!", but these are just voiceclips with no real consequences. You can just keep trying to purchase the item, moving it up one tick every time, until you finally buy it for the minimum price.
The game also has the only instance I can think of where you have to chase your money - which are Scarabs. You also often have to lift rocks and such to find them. There were probably other ways to uncover them, but I really don't remember.

- - -

For a non-RPG example, there are some STGs with currency. I know Fantasy Zone, Ordyne, and Diadra Empty have them, but the games that I've played are Lords of Thunder and Trouble Witches Neo.

LoT is pretty simple - any destroyed thing drops gems that you collect, and then you spend it at the shop before each level. You can buy health, power (both these things reduce every time you're hit), bombs, shields, and I think extra credits as well. Being an STG, there's an inherent danger of going out of you way to collect the money, but on most difficulties this isn't a very bullet-heavy game -- most of my gameovers come from colliding with the enemies themselves.

TWN is more complex: You have a deployable barrier that almost completely freezes bullets, and when the enemy that shot them is killed, the bullets turn into money. Vice versa works as well - you can kill and enemy then deploy the barrier over the bullets. You can spend the money at shops (two per level) on either the very expensive 1-ups and MP (barrier time) upgrades, or the less expensive, but arguable more important Spell Cards. Every time you buy a card, it'll be more expensive next time.
There's a lot more than that, but I don't want to make a wall of text that spreads an entire page by itself.


author=Tardigrade
First post, by the way. Hello everyone!

Welcome to the mad house!
author=Desertopa
Don't forget the supply side of the equation though. If the fleece is dropped by creatures right next to the winter town, and the place is crawling with them, then it makes sense that they would already have an abundant supply, so they're not going to pay premium prices for more of them.

Trading in Suikoden III had a mechanic that attempted to account for both supply and demand, but in practice it was totally broken and exploitable. Certain locations produced certain goods, and thus the prices for them were relatively low there, while each place had particular goods that were desirable imports. The designers tried to inject some realism, by making it so that when particularly large amounts of a good were present at a trading location, the price would go down due to the elevated supply. The implementation didn't pass a basic sanity check though; it's possible to stockpile goods, sell them to a single trading outpost, leave, and return a short time later, and buy the goods back for a fraction of what you sold them for, because you've driven the price down by elevating the supply. With gold and pearls, the most valuable goods, this wasn't just a practical way to make money, it was the most effective way to make money, and practically a necessity if you wanted to upgrade a significant fraction of your characters' weapons to their highest level in endgame.

It doesn't need to pass a basic sanity check. The point of a game is that the programmers have some easy way to exploit the system. It's either designed that way on purpose, or they were just trying to simulate supply/demand without getting into the technical (it's just a game) and that issue cropped up.

This discussion inspired me to make a sort of trade hut. Most of my items (swords, potions, etc) have a set sell price, but I had about twelve items that were like furs and such. So I was like, why not make a simple trade system? It turned out not to be simple, but with only twelve items, it was manageable. Items have three sell settings, free market (you get this if you hold a for sale sign, and there is a 1/10 chance of it happening, basically, prices are based on what the customer wants and prices go from 1x-20x the listed price), as listed (one town is near desert, snow, forest, and the beach and so in theory gets all items equally), and regional (furs are more common in forests and cold climates, stuff with shells/pincers in sandy regions so sales for those items goes like that, making furs in a desert a profitable enterprise). Supply and demand doesn't really come into play because prices are fixed by region, but you do get to sell in bulk, and if you sell past a certain quantity, prices are reduced from the total. This encourages selling a little at a time, to hide your actual supply.
I once made an event system where you could sell monster parts and the more you sold of any individual piece, the less you got for it. The excuse was supply and demand, but the real reason is balance. That way I can easier estimate how much money the player will have. It also makes grinding for money harder while still allowing for it in an emergency.

Personally, I prefer to go with what works best gameplay wise and then try to fit it into realism as well as reasonable. I'd rather not make a realistic system that causes balance issues.

Anyway, what I'd like to try sometimes is allowing the player to buy any equipment that is buy-able right from the start. The only thing stopping the player from get overpowered equipment early is the price, late tier equipment is simple too expensive early on. Of course, there are some things to keep in mind then.

1) Money usually inflates slower than exp in RPGs. This makes grinding for higher tier equipment way faster than grinding for higher levels.
2) While the player can't say skip level 21, 22, 23 and 24 and just jump from level 20 to level 25, the player can skip buying tier 3 and 4 equipment and jump right from tier 2 to tier 5.

author=bulmabriefs144
It doesn't need to pass a basic sanity check. The point of a game is that the programmers have some easy way to exploit the system. It's either designed that way on purpose, or they were just trying to simulate supply/demand without getting into the technical (it's just a game) and that issue cropped up.


If it's designed that way on purpose, it was a very silly design choice. When you attempt to simulate an aspect of real life in a game, it should add depth or realism, if not both. If you come up with an implementation which doesn't do that, it should probably be reconsidered.
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