SHOULD GIANT SHOPS BE BROKEN UP?
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Item Shop / Weapon Shop / Armor Shop. They're divided already.
What happens if your item shop has 30+ items or your weapon shop has 50+ items.
Does that mean you should have less items, weapons and armor?
Does that mean you should break up your weapons shop into 2 shops or 2 merchants in the same shop? Would that be convenient for the player?
Or should we simply lump everything into one shop and possibly overwhelm the player?
What happens if your item shop has 30+ items or your weapon shop has 50+ items.
Does that mean you should have less items, weapons and armor?
Does that mean you should break up your weapons shop into 2 shops or 2 merchants in the same shop? Would that be convenient for the player?
Or should we simply lump everything into one shop and possibly overwhelm the player?
author=ShortStar
Or should we simply lump everything into one shop and possibly overwhelm the player?
It sounds like you already answered your own question
Can't you organize it by weapon type / armor type / whatever, and/or split it up into multiple pages?
Perhaps you could break shops up. I could see having maybe a bazaar or market district with lots of vendors outside. For weapons, you can have one shop that sells swords, one that sells bows, one that sells hammers etc. For items you can split shops up too based on potions, alchemy ingredients, scrolls etc. This could make it easier for players to find what they want without having to scroll through lots of junk.
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
This is in the wrong forum, it should be in theory & design, but oh well.
Every game I've ever played in my life has decided it's better to split shops up after they pass a certain size, and I can't think of any downside to doing so. But I can think of several benefits to doign so, which have mostly already been mentioned. If you just hate hate hate walking 5 tiles to the next shop, then give your shop different tabs for different types of items.
I can't really imagine a game with 50 healing items or 50 weapons that are all useful at the same point in the game. Which means you must keep using the same town with the same shops for a large portion of the game. Maybe that's the heart of your problem. Have you considered modifying the shop's selection over time?
Every game I've ever played in my life has decided it's better to split shops up after they pass a certain size, and I can't think of any downside to doing so. But I can think of several benefits to doign so, which have mostly already been mentioned. If you just hate hate hate walking 5 tiles to the next shop, then give your shop different tabs for different types of items.
I can't really imagine a game with 50 healing items or 50 weapons that are all useful at the same point in the game. Which means you must keep using the same town with the same shops for a large portion of the game. Maybe that's the heart of your problem. Have you considered modifying the shop's selection over time?
author=LockeZ
Every game I've ever played in my life has decided it's better to split shops up after they pass a certain size, and I can't think of any downside to doing so.
I agree and feel like this thread was specifically posted to feel like it was generating meaningful discussion
Although I can say that his game DOES have a ton of different weapons that you MIGHT consider useful at the same time...
if you have a shop with that many items than you should split it into 2 or 3 shops
this has the added benefit of there being less buildings in your city that the player can't enter :>
this has the added benefit of there being less buildings in your city that the player can't enter :>
I recognize it's already been said by pretty much everyone else, but...
If you actually do have that many options, and they are actually all useful at the same time, then yes, breaking them apart would be the appropriate thing to do.
As for manners of breaking it, consider the following: Master/Journeyman/Apprentice relations.
An Apprentice, whether in herbary, alchemy, smithing, or any other field of endeavor, is a rank beginner. They're allowed, as part of their training, to do the most basic of tasks, or more advanced tasks while under the watch of a more trained individual. (This could, in some cases, be a senior apprentice watching over a junior - more often, it's a journeyman or master.) Their work isn't top-line, necessarily, but it's adequate, at least. (It'd better be; the Master's reputation depends partially on the quality of goods he's willing to let loose under his own banner!) It's also fairly cheap, considering.
A Journeyman is an individual skilled enough that he is permitted to work under his own banner. In general, the work of a journeyman is better than that of an apprentice, but not so much so that of the master. A journeyman could be attached to a specific master, taking a hit in personal fees in exchange for what amounts to brand recognition. However, as the name implies, the journeyman could also be a traveling whatever - these would be the kind of individual you'd probably find in the Bazaars and outside stalls that Alex898 mentioned, trying to catch the interest of passing potential customers.
A Master is an individual marked as being at the top of his craft. He produces the best of the best, and charges accordingly. As a result, a master is more likely to have a true 'place of business' than a journeyman would; he can afford to let the people who need his work come to him instead of attempting to drum up custom on his own.
Using this kind of setup, you can provide a few bits of logical back-end detail to the story world as well as breaking the 'aagh! TOO MANY PURCHASES!' problem. Perhaps, for example, the Mastersmith in your town, and therefore his apprentices, only work on swords, spears, and axes? You've cut down on the number of items being displayed in one spot (Low-level set from an apprentice, High-level set for the master, only those few weapons), you've provided a bit of characterization to the world, and you've set room for another shop or stall - Someone wanting a different weapon would have to find a bowyer/fletcher, or an expert in staff-carving, in order to get what they wanted.
I hope this helps somewhat, and I hope I haven't scared you away with the large blocks of text. If so, I apologize.
If you actually do have that many options, and they are actually all useful at the same time, then yes, breaking them apart would be the appropriate thing to do.
As for manners of breaking it, consider the following: Master/Journeyman/Apprentice relations.
An Apprentice, whether in herbary, alchemy, smithing, or any other field of endeavor, is a rank beginner. They're allowed, as part of their training, to do the most basic of tasks, or more advanced tasks while under the watch of a more trained individual. (This could, in some cases, be a senior apprentice watching over a junior - more often, it's a journeyman or master.) Their work isn't top-line, necessarily, but it's adequate, at least. (It'd better be; the Master's reputation depends partially on the quality of goods he's willing to let loose under his own banner!) It's also fairly cheap, considering.
A Journeyman is an individual skilled enough that he is permitted to work under his own banner. In general, the work of a journeyman is better than that of an apprentice, but not so much so that of the master. A journeyman could be attached to a specific master, taking a hit in personal fees in exchange for what amounts to brand recognition. However, as the name implies, the journeyman could also be a traveling whatever - these would be the kind of individual you'd probably find in the Bazaars and outside stalls that Alex898 mentioned, trying to catch the interest of passing potential customers.
A Master is an individual marked as being at the top of his craft. He produces the best of the best, and charges accordingly. As a result, a master is more likely to have a true 'place of business' than a journeyman would; he can afford to let the people who need his work come to him instead of attempting to drum up custom on his own.
Using this kind of setup, you can provide a few bits of logical back-end detail to the story world as well as breaking the 'aagh! TOO MANY PURCHASES!' problem. Perhaps, for example, the Mastersmith in your town, and therefore his apprentices, only work on swords, spears, and axes? You've cut down on the number of items being displayed in one spot (Low-level set from an apprentice, High-level set for the master, only those few weapons), you've provided a bit of characterization to the world, and you've set room for another shop or stall - Someone wanting a different weapon would have to find a bowyer/fletcher, or an expert in staff-carving, in order to get what they wanted.
I hope this helps somewhat, and I hope I haven't scared you away with the large blocks of text. If so, I apologize.
FF2 has one shop broken up witno 3 different salesmen.
FF8 has 1 shop for everything with pages of buyables.
The pages were good to have instead of infinitely scrolling.
Sorry about posting this in the wrong forum.
FF8 has 1 shop for everything with pages of buyables.
The pages were good to have instead of infinitely scrolling.
Sorry about posting this in the wrong forum.
I generally don't like games with hundreds of weapons or items... Too confusing.
Splitting a shop means added game-play time (since a lot of play time in RPG's is spent sifting through menus).
I'd have one/few shop(s), and limit the amount of items you can buy. Or have the shop restock items based appropriately on what level your characters are at, what characters you have, and at what time during the plot in which they become essential, so you're not so overwhelmed from the get-go.
But a good large town should have several shops. So like make a general store sell slightly different items than a pure armor store, it makes it feel like there's some in-game consumerism.
Splitting a shop means added game-play time (since a lot of play time in RPG's is spent sifting through menus).
I'd have one/few shop(s), and limit the amount of items you can buy. Or have the shop restock items based appropriately on what level your characters are at, what characters you have, and at what time during the plot in which they become essential, so you're not so overwhelmed from the get-go.
But a good large town should have several shops. So like make a general store sell slightly different items than a pure armor store, it makes it feel like there's some in-game consumerism.
Assuming all items are of the same quality, I'd put them for sale in different regions.
For example, a Regal Saber may be sold in the heart of a Medieval European city, while a Katana would be sold in a Japanese dwelling.
Also, there's always the option of not letting the player buy so many dern items and have them earn them in dungeons and sidequests.
For example, a Regal Saber may be sold in the heart of a Medieval European city, while a Katana would be sold in a Japanese dwelling.
Also, there's always the option of not letting the player buy so many dern items and have them earn them in dungeons and sidequests.
I would like to point out that some games do lump all the weapons in one shop. They organize it depending on quality or type. I was planning to have just one shop my previous game idea. I only see one disadvantage to the player for seperate shops.
I like the traditional Item Shop, Weapon Shop, Armor Shop. Makes it easier to get to exactly what you're looking for faster. However, a shop with over 50 different items to purchase seems a bit overwhelming. Why would a weapon shop need so many weapons (unless it offered every regular weapon in the game, I suppose that would make sense)?
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