MONEY
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So I have been thinking about this for a little while, in many games, when you reach the last parts of the game you will have a lot of money and nothing to spend it on, so here are some ideas to fix this issue:
- Reduce the gold given by monsters
- The best healing items are really expensive
- A "Casino" or something where you can play mini games and win items or weapons
- Someplace where you can spend your money and it will be upgraded depending on how much money you have given (Like a store or maybe a forge, where you can "donate" money and it will eventually have better items and weapons)
- Reduce the gold given by monsters
- The best healing items are really expensive
- A "Casino" or something where you can play mini games and win items or weapons
- Someplace where you can spend your money and it will be upgraded depending on how much money you have given (Like a store or maybe a forge, where you can "donate" money and it will eventually have better items and weapons)
How about your own house? And you can decorate it by buying/upgrading furniture and renovating on parcels of land you can purchase.
I had something like that in an unreleased game where you could rent a flat (well, you had to rent a flat for plot purposes) but you could upgrade stuff in the flat and later move out to a bigger, better one when you got more money.
You could also do a Scrooge McDuck and have a huge swimming pool vault where you can add in your money and when you reach a certain goal it fills up a bit more. It'd be silly and people would be able to try to fill it up just for the hell of it.
The donations idea is nice. How about something like an Orphanage or a Guild and you get certain benefits from it as you sink more money in. Like the Guild could open up rare quests/optional dungeons/extra party characters and the Orphanage could just make your heart swell when you see the kids go from being in rags to going to school and learning stuff and growing up well.
I had something like that in an unreleased game where you could rent a flat (well, you had to rent a flat for plot purposes) but you could upgrade stuff in the flat and later move out to a bigger, better one when you got more money.
You could also do a Scrooge McDuck and have a huge swimming pool vault where you can add in your money and when you reach a certain goal it fills up a bit more. It'd be silly and people would be able to try to fill it up just for the hell of it.
The donations idea is nice. How about something like an Orphanage or a Guild and you get certain benefits from it as you sink more money in. Like the Guild could open up rare quests/optional dungeons/extra party characters and the Orphanage could just make your heart swell when you see the kids go from being in rags to going to school and learning stuff and growing up well.
author=Liberty
How about your own house? And you can decorate it by buying/upgrading furniture and renovating on parcels of land you can purchase.
I had something like that in an unreleased game where you could rent a flat (well, you had to rent a flat for plot purposes) but you could upgrade stuff in the flat and later move out to a bigger, better one when you got more money.
You could also do a Scrooge McDuck and have a huge swimming pool vault where you can add in your money and when you reach a certain goal it fills up a bit more. It'd be silly and people would be able to try to fill it up just for the hell of it.
The donations idea is nice. How about something like an Orphanage or a Guild and you get certain benefits from it as you sink more money in. Like the Guild could open up rare quests/optional dungeons/extra party characters and the Orphanage could just make your heart swell when you see the kids go from being in rags to going to school and learning stuff and growing up well.
Good idea about the house and it made me think about another possibility
Open your own store!
You won't be working on it directly but you can get the items at discount or for free, get more money weekly so you can upgrade it and buy more stores!
author=Liberty
How about your own house? And you can decorate it by buying/upgrading furniture and renovating on parcels of land you can purchase.
I had something like that in an unreleased game where you could rent a flat (well, you had to rent a flat for plot purposes) but you could upgrade stuff in the flat and later move out to a bigger, better one when you got more money.
You could also do a Scrooge McDuck and have a huge swimming pool vault where you can add in your money and when you reach a certain goal it fills up a bit more. It'd be silly and people would be able to try to fill it up just for the hell of it.
The donations idea is nice. How about something like an Orphanage or a Guild and you get certain benefits from it as you sink more money in. Like the Guild could open up rare quests/optional dungeons/extra party characters and the Orphanage could just make your heart swell when you see the kids go from being in rags to going to school and learning stuff and growing up well.
I expanded this concept. We have a tent, and then since the FF series had the Cottage item, you can go to the bank and build a house. Then a mansion. Then a portable town. And the town has a builder hanging around who will build the last thing, either a farm, a sewing shop, a blacksmith, or like an open air market where you can sell your goods. Do this long enough, and you can make a career out of it. Making a career in this game basically means you abandon the quest, so each career gives you an ending.
Building a community is nice because not only does it use that extra money, but gives you a sense of world-building.
You could also amalgamate that idea with something like Breath of Fire II's town-building system.
Find an abandoned town that is run-down and empty. Hire builders to rebuild/fix houses, then recruit people from around the world to join your town. Maybe you have to spend a little cash to convince someone to set up shop. Maybe a quest where you saved a kid opens up the chance for the whole family to move to your town later. It's up to you~
Find an abandoned town that is run-down and empty. Hire builders to rebuild/fix houses, then recruit people from around the world to join your town. Maybe you have to spend a little cash to convince someone to set up shop. Maybe a quest where you saved a kid opens up the chance for the whole family to move to your town later. It's up to you~
I agree with Libby: totally your own house. The villa in FFVII had a chance to great and it blew it.
I feel like money can be a mechanic that doesn't just help or enhance gameplay but the story narrative too. The house concept that was brought up is a pretty strong example.
Allowing the player to essentially fund or put money towards something to open up additional dialog and optional story ideas and character lore is something that should be used more. The concepts can also be merged. For example having a character that keeps bringing up how they'd like to collect a certain set of armor and have them be overjoyed when the player finals buys all the set pieces.
I'm also a sucker for interesting and quirky implementations of using cheap amounts of money to get positive feedback or reaction. This plays into the general urge we all have of keep pulling a slot machine lever. I think of a good example recently was in Legend of Zelda: A Link Between Worlds where there was a 2 man band in a inn that you could give rupees to randomly play various nostalgic interpretations of classic Zelda music. I remember going broke because I kept giving them money and being like "Oh man, that song, that's awesome!"
Allowing the player to essentially fund or put money towards something to open up additional dialog and optional story ideas and character lore is something that should be used more. The concepts can also be merged. For example having a character that keeps bringing up how they'd like to collect a certain set of armor and have them be overjoyed when the player finals buys all the set pieces.
I'm also a sucker for interesting and quirky implementations of using cheap amounts of money to get positive feedback or reaction. This plays into the general urge we all have of keep pulling a slot machine lever. I think of a good example recently was in Legend of Zelda: A Link Between Worlds where there was a 2 man band in a inn that you could give rupees to randomly play various nostalgic interpretations of classic Zelda music. I remember going broke because I kept giving them money and being like "Oh man, that song, that's awesome!"
In Azure Dreams (PSX), a dungeon crawler, the main purpose of money is surprisingly to build new buildings (lol) in the town, expand your mom's house, the city's font, etc. to improve the quality of life of the town. Evidently, this resulted in new plotlines opening up, new quests, etc. which also further led to new items and new gameplay. It was really fun, and goofy in a way. AD is a game that left really sweet memories because of it's unique format.
Also, maybe a blacksmith that upgrades equipments with statups, but that gets quadratically more expensive the more upgrades you get? say, +1 to attack is 256 gil, +2 is 516, +3 is 1024, and so on... Until it's virtually impossible to buy?
Also, maybe a blacksmith that upgrades equipments with statups, but that gets quadratically more expensive the more upgrades you get? say, +1 to attack is 256 gil, +2 is 516, +3 is 1024, and so on... Until it's virtually impossible to buy?
I've seen solutions to this problem in many RPGs already. For example the last dungeons hardly giving any gold anymore. Or a secret shop that sells that super strong items for ridiculous prices.
A casino usually backfires for me, because I'm a completionist and often get frustrated in the game because of bad luck in casino (that is, if e.g. the best equips can be gotten only through it). A casino is the reason I quit Dragon Quest VIII.
A casino usually backfires for me, because I'm a completionist and often get frustrated in the game because of bad luck in casino (that is, if e.g. the best equips can be gotten only through it). A casino is the reason I quit Dragon Quest VIII.
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