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BALLIN': AN EXAMINATION OF MONEY IN GAMES.

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Almost all RPGs and many games of all genres have some form of currency. This topic isn't to cast doubt on the viability of such a system; I like money, real and fictional. This topic is however to discuss how money is used in the games we play, and how to better utilize the player's hard earned money in our games.

There are some games out there that I've played where money is either a one trick pony to begin with, or money loses its value later on in the game entirely. The former can be fine if its stuck to, but the latter I don't like very much, games like FFVIII have you accrue a massive income by the end of the game with pretty much absolutely nothing worthwhile to spend it on. Final Fantasy VII narrowly avoided a similar fate by having most money be funneled into Chocobo breeding, but in general, having a ton of money in a video game and nothing to spend it on kinda sucks!

The earlier Final Fantasies don't suffer from this, mostly because basic supplies are extremely expensive, and later on in the games, the fact that your equipment is found and not bought is balanced by the fact that, okay, now you can buy elixirs and thrown weapons, but for a fantastic high cost. This isn't a bad system, and it works, but it may be too primitive for your own design.

Some cool uses for money I've seen are things like the ability to invest money into shops like in Tales of Xillia, or Shop Clout like in Romancing SaGa (basically, the more money you spend at a specific branch the better stuff they sell you), and so on and so forth.

Basically, what money systems in games have you liked, what are your ideas to keep money interesting and relevant? Namely, what are your thoughts on any of this in general?
Money needs to be meaningful, but in modern RPGs especially, it is pretty meaningless. This is mainly how shops are done. If shops just keep offering slightly stronger versions of the previous weapons for each character and every time you reach that new shop level you have plenty of money to buy all of them, then it's completely meaningless.

I still don't like how they did it in Tales of Xillia, because it's still just slightly better versions each time, though it's basically unlimited because you can in theory buy all the best equip in the starting region already if you had unlimited amounts of gold. Might as well just remove the equipment system completely along with the gold.

Implementations I like are more like: Shops are more individual. Instead of each new shop offering slightly better versions, each shop instead offers all kinds of quality weapons, but is more thematic. Like that lumber town has good Axes while the mage town has nice Staffs, etc.
Also the offer shouldn't really be limited by story progression. If you have the money, you should be able to buy it.

SaGa games have this fairly well implemented, because there are always items available that would improve your party but you can't afford. So money actually matters a lot.


Not really what you talked about but when we talk about gold, I want to add: I DO LIKE it when monsters drop gold directly at the cost of realism. I really hate it when they drop "Etc." items and then you have to figure out yourself which ones you can actually sell to the NPC and which you might need later.


Money in games is a lot more interesting in MMORPGs also.
Personally I prefer to keep prices small to medium (as opposed to giving large amounts and having big number costs). Also, maintaining a balance when it comes to cost vs usage. I prefer to swing it more in the players' favour for items so that they will always have enough, but increase the cost of armour/weapons and have them given out in dungeons as rewards for exploration.

That way you're encouraged to save up for the more costly items, but you can instead explore and find the items you could have bought - instead costing time/item usage instead of money. Though some items you can't find.

It also depends on the game/party dynamics. If the game focuses more on individual armour/classes then the costs will be higher - especially if there's only one weapon type to focus on for each character, but if there's overlap in that you can switch class and should have a few extra pieces on hand in case you need to change and players can equip more than one or two kinds of armour, then the costs will be lower.

There's really no set standard, I feel, as long as you're not bleeding your player dry by making healing ridiculously crazy (say, monsters take 1/3rd health each battle, battles give $30 total, items heal 20% HP and cost $50 - so in 3 battles you've died. You could use an item between that only heals part of the damage you took and it takes at least two battles to buy the item. That's running the character at a loss. Add in the cost of armour/weapons... yeah, rebalancing is necessary.)
author=Rya
This is mainly how shops are done. If shops just keep offering slightly stronger versions of the previous weapons for each character and every time you reach that new shop level you have plenty of money to buy all of them, then it's completely meaningless.


I agree, but a lot of modern games avert this by making stuff more or less impossible to afford EVERYTHING a shop has to offer. Final Fantasy XII was good at this, and since we're talking about it, Xillia did it as well.

author=Rya
I still don't like how they did it in Tales of Xillia, because it's still just slightly better versions each time, though it's basically unlimited because you can in theory buy all the best equip in the starting region already if you had unlimited amounts of gold. Might as well just remove the equipment system completely along with the gold.


In theory sure, but in reality you don't have and aren't going to have an unlimited amount of gold, so what do you mean by this?


author=Lib
here's really no set standard, I feel, as long as you're not bleeding your player dry by making healing ridiculously crazy (say, monsters take 1/3rd health each battle, battles give $30 total, items heal 20% HP and cost $50 - so in 3 battles you've died. You could use an item between that only heals part of the damage you took and it takes at least two battles to buy the item. That's running the character at a loss. Add in the cost of armour/weapons... yeah, rebalancing is necessary.)ib]


I agree with this! If you're going to take the route that healing isn't a cheap date you can just exploit whenever you want, balancing the rest of the system is important.
Not really what you talked about but when we talk about gold, I want to add: I DO LIKE it when monsters drop gold directly at the cost of realism. I really hate it when they drop "Etc." items and then you have to figure out yourself which ones you can actually sell to the NPC and which you might need later.

I think this is fine if the flavor text is written clearly, and it can be a nice bonus on top of the usual gold drop.

In my game, I am also trying to use thematic shops like you mentioned, as well as having expensive items on sale much earlier than you are intended to purchase them with the idea being that you would return later with the right amount of cash instead of just farming for money, but farming is still an option if you so desire (However, it is kind of a peeve of mine watching people brute force their way through a game like an RPG instead of just tackling things with a different mindset and strategy upon failure. I guess it's partly how some might think grinding is the only successful option.)...
author=turkeyDawg
Is this different from the old topic somehow?

http://rpgmaker.net/forums/topics/15057/


No.
As long as the money doesn't become subject to mass inflation, it usually works. But, especially in FF, mobs tend to drop tons more gold as the game progresses which makes earlier costs trivial. There might be a few things to buy, but in the end, the day-to-day necessities won't serve as a big enough gold sink to prevent nigh-unlimited cash growth.

For the most part, that's not a huge issue, so no one bothers 'solving' it.
author=Sviel
For the most part, that's not a huge issue, so no one bothers 'solving' it.


In such case why to put money to start with?

author=RyaReisender
Not really what you talked about but when we talk about gold, I want to add: I DO LIKE it when monsters drop gold directly at the cost of realism. I really hate it when they drop "Etc." items and then you have to figure out yourself which ones you can actually sell to the NPC and which you might need later.

I just have the opposite view. It can be a good way to create real atmosphere, if as Shoobinator says, the player is informed. At the end, this may be a question of taste.

It would work specially if there is a trade system. I think that a good idea (I'll also use it in the game I'm actually developing) is to have enough money, from battles or found lying somewhere, to cover basic and raw needs. Like maybe little healing or small supplies. Besides of that, some kind of system (actual buying/selling system with prices variable to the region) to get the big amounts of money to buy large supplies, full heals and unique items (may be even surrogates for storyline missed items?). So you can go through the game with little pennies, or learn how to make fortune and ease your way.

I think Tales of the Abyss made some sort of variable price changing as the events unfolded.
Roden
who could forget dear ratboy
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author=Treason89
author=RyaReisender
Not really what you talked about but when we talk about gold, I want to add: I DO LIKE it when monsters drop gold directly at the cost of realism. I really hate it when they drop "Etc." items and then you have to figure out yourself which ones you can actually sell to the NPC and which you might need later.
I just have the opposite view. It can be a good way to create real atmosphere, if as Shoobinator says, the player is informed. At the end, this may be a question of taste.


There was one game that did this really well: Story of Innocence, a brilliant 2k3 game made by Ultima187. Every monster just dropped spoils, and they were all tagged with a gold bar icon- you knew that you could sell them immediately. I always liked it, because it just fixed up a little inconsistency in worldbuilding with most RPGs. Besides, you don't need money in the field anyways.

In other money related talk, I've spent a long, LONG time struggling with the idea of giving each country its own currency. I just can't think of a way to do it without royally messing up the flow of the gameplay, or the players knowledge of their money supply.

I've also been thinking of using lower prices/gold amounts than most RPGs- in what world would a non-famous/made of ultra-priceless material sword sell for like 68k? "Yes, this magical pendant will be 553,000$ PLEASE!"

idk it just bugs me a little
As long as there's plenty of stuff to spend all the moolah you get on, I have no problem with any amount.
I've been playing Three the Hard Way recently, and aside from a few sticky spots, I really enjoy the way the game handles money. All randomly encountered enemies in the game drop only 1 GP each. The majority of the money in the game comes from one-off events: completing jobs, killing bosses, finding treasure, or outright extorting people. The scarcity of money in the game helps the player relate to one of the core traits of the main character- his greed. He's used to a lifestyle where money is hard to come by, where you don't know what's going to be paying for next month's bread, so you're constantly on the lookout for opportunities to net some more cash. If you could make good money just wandering back and forth killing Money Spiders, his worldview would basically stop making sense. But when you spend so much of your time in the game teetering on the verge of being broke, you end up a lot more sympathetic to his attitude.
Yeah, there's only one area of the game that's a good money grinder, and that's an optional dungeon that disappears once you complete it.
What area is that? I completed the game recently, and I don't remember ever encountering such a place, so I'm interested to know what I missed.
During the point of the game where you're hunting down the Kaibutsu, a dungeon appears where the sword fell into the ground earlier. One part of the dungeon has a really high encounter rate, but the enemy you fight drops an item that's worth ten gold.
author=Treason89
In such case why to put money to start with?


I'm a bit late here, but, w/e q_q

Money can be used as another form of customization as the player has to make choices about who to buy stuff for, etc. After a certain point, it stops serving this purpose, but it was still worth including for the area where it worked.

That said, there are other ways to get the same benefit without the ugly bloat at the end. It's just not considered a huge deal (probably) so long as the problem occurs after the primary play period.
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