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Dolla Dolla Billz, ya'll. (money talk!)

So I've been thinking about the role of money in my game recently from a gameplay perspective. What role should money play in the eyes of the player? How should I manage it? Of course I could make it nontraditional and not have money at all, but I love economics too much to do that, so I mulled my thoughts a bit.

I like money in games, and not even just RPGs. However, there are some common pitfalls. One situation is that the player never makes enough money, or never acquire the means to make enough money to feel comfortable spending it, so that player hoards it. Another situation is having too much money than you know what to do with (I'm looking at you, FF8), and not having anything meaningful to spend it on. A cash flow is important, earning it, spending it, and having it.

Here's some things I'm doing in my game revolving that.

-Only 15 consumables are possible to have in the inventory at one time. This, combined with the fact that healing items must (generally) be crafted instead of bought (they can still be found) avoids the entire "buy 99 potions and call it a wrap" scenario. There are still some consumables that may be bought, but not basic healing agents. Don't worry, there are other ways to heal in the game, this doesn't make it especially difficult. This is more of a financial decision.

-Enemies don't drop shitloads of cash. Enemies DO drop money, but not enough to live on. You won't be able to make all of your purchases on cash that enemies drop, but it'll be enough to mean something.

-Cash is also acquired through chests and mostly selling loot. While there are some items that are purely loot, this isn't FFXII's Bazarr; mostly what I mean by 'loot' are items that also double as crafting items. So you have to make a decision, do you want the 500 gold for that Dragon Scale, or do you want to use it as one of the ingredients for that armor you're salivating over? You can't have both.

-Equipment can bought, or if you have the ingredients, crafted for a nominal fee. The crafted stuff is usually a step above what you can buy, but it costs you the components if you have them. Equipment is expensive enough where you will not be able to completely outfit your team every time in one shopping trip.

More or less, I want cash to be a useful tool to supplement the player's gameplay decisions on how to progress through the game. I don't want it to be a handout, but I don't want it to be rough going, either.

Posts

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15 consumable item limit sounds like the idea was taken from Tales of games where on your first playthrough you're limited to that amount of healing items. And ungh... sellable loot which also doubles as crafting component. Pair this with somewhat limited money access and the game naturally raises its difficulty level since you can't upgrade your equipment to a reasonable level and actually lag behind and everything.
Have you considered jobs/sidequests? They could award with some items and money and would add some variety to the game.
author=Noel
game naturally raises its difficulty level since you can't upgrade your equipment to a reasonable level and actually lag behind and everything.


You're thinking too much into the Final Fantasy mindset that you have to upgrade your equipment at every opportunity to be competitive, and that money should flow freely.

The player isn't going to lag behind if they aren't armed to the teeth with the best possible equipment they can have at the time, and also, money in my game is a resource to be budgeted and allocated as opposed to 'earn 500g, spend 500g, earn 1000g, spend 1000g, rinse and repeat.'

The idea is to intentionally give money a certain level of scarcity (assuming normal play) to balance the game through other means.
Craze
why would i heal when i could equip a morningstar
15170
as long as your items are extremely clearly labeled "VENDOR TRASH"/"CRAFTING ITEM", i'm fine with this
author=Craze
as long as your items are extremely clearly labeled "VENDOR TRASH"/"CRAFTING ITEM", i'm fine with this


Yes! This is important, and I'm glad you brought that up. Items that are for crafting/selling are clearly labeled as such to prevent mistakes or needless hoarding.

Crafting items are also labeled with a 'rarity' grade so you know if what you're selling will be rare to find again.
Craze
why would i heal when i could equip a morningstar
15170
That's nice. Do you have a bestiary where people can look up loot?

edit: not saying you NEED one but i know you MOG, i know you at least WANT a bestiary
Yes, yes, and yes! You know me well.
Why have vendor trash at all? If an item's only purpose is to be sold, isn't that just money?

I mean, if it's a super-duper rare drop that's one thing, but please don't make pure loot a common occurrence.
author=Kaempfer
Why have vendor trash at all? If an item's only purpose is to be sold, isn't that just money?

I mean, if it's a super-duper rare drop that's one thing, but please don't make pure loot a common occurrence.

Loot that's only for loot will be relatively rare.

However, as far as your hesitation to the idea, you're thinking in terms of just 'gaemz', but you have to think bigger into real life psychology; there is definitely an extensively studied difference between how people interpret, value, and spend current cash assets you have right now, and liquid assets you currently possess but can be traded in for money, later.

People most definitely look at 100 dollars cash and 'an object that's worth 100 dollars' differently and spend those assets differently.
I don't like items that restore life to be super expensive. A battle that requires lots of reviving could be interesting, potentially.

There's nothing even inherently wrong with stocking on 99 potions. Maybe there's a dungeon that tests your endurance and having all those little cures is helpful.
Craze
why would i heal when i could equip a morningstar
15170
adorkable
I don't like items that restore life to be super expensive. A battle that requires lots of reviving could be interesting, potentially.

There's nothing even inherently wrong with stocking on 99 potions. Maybe there's a dungeon that tests your endurance and having all those little cures is helpful.


There's no perfect way to do anything, especially with something as subjective as vidjagams. That COULD be interesting, yeah, but it's not what MOG is going for. I believe he is more interested in a tighter, more money-pinching system where it feels nice to have 1 of something instead of 5 of something. gameplay/atmosphere (or gameplay/experience?) integration!
author=Craze
adorkable
I don't like items that restore life to be super expensive. A battle that requires lots of reviving could be interesting, potentially.

There's nothing even inherently wrong with stocking on 99 potions. Maybe there's a dungeon that tests your endurance and having all those little cures is helpful.
There's no perfect way to do anything, especially with something as subjective as vidjagams. That COULD be interesting, yeah, but it's not what MOG is going for. I believe he is more interested in a tighter, more money-pinching system where it feels nice to have 1 of something instead of 5 of something. gameplay/atmosphere (or gameplay/experience?) integration!

That's kinda what I mean, yeah.

The whole 'revive-die-revive-die-revive' mechanic doesn't sound very interesting to build. I can play it, sure, and I tolerate playing it, yeah, but I'd rather foster a battle environment where the player is rewarded for smart choices in the form of, not dying, than to make healing items a cheap go-to resource.

Don't get me wrong, you're not going to have to start turning over rocks for revive items, but you're going to be focused more on not dying in the first place, which is far more rewarding to me. That, and I'm trying to actively prevent the player from hoarding. There's a certain catharsis in finding an item and actively feeling free to use it as opposed to saving up everything for a rainy day that never comes.
Well not dead-revive-dead-revive-dead-revive, but maybe you have to revive characters about three times during some fights. It just adds interesting flavor to me even if it's not all that special.

I guess what I'm saying is that it's better to have players grind for items that are REALLY cool rather then like the basic cure/revival items.

Good luck on your game. I'll play it when it comes out! =)
Adorkable does make a good point about the implementation of a cash-scarce economy: if players feel like every time they get loot, they are getting something special and "extra", they will treat it well and spend it dearly.

If players simply feel like they're resource-starved, they are going to end up grinding.

To that end, I think FF XIII had something similar to the vibe you're going for. Each weapon there could be good, if you put the time and crafting mats in, but each one would end up good in a slightly different way favoring a slightly different build. There was liquid cash too, although it was scant, and...I'm realizing your proposed system is almost exactly the same. I approve.

With regards to healing items, unless attrition is a major part of dungeons (ala survival horror games), you may want to limit them to in-combat heals only and restore HP at the end of each combat. This lets you set low inventory caps for your healing items. If you have to revive all the time, having only five revives is crippling. But if you only have to revive in combat, five is a nice low number that maintains scarcity while still letting you use your limited resource.
You're sort of on the same track I am; while I'm not doing full party heals outside of combat, you ARE revived after combat, meaning that the player will only feel really pressured to use revive items for particularly challenging encounters and boss battles. I'm trying to strike that balance between the player feeling like loot is something to use or something to save.
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