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Editorial Rampant Coyote on Ways to Spend Money in RPGs

Crooked Bee

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Tags: Jay Barnson

Jay "Rampant Coyote" Barnson, the developer behind Frayed Knights, has written up a blog post on the difficulties of creating an RPG economy in which the player doesn't end up being too rich. Have a snippet:

My favorite method is to provide disposable items that are significantly more powerful than permanent items. But there’s a fundamental issue of game balance. An expensive one-shot item has to be VERY potent to justify its cost (and make the player willing to use it). But would having a few of this item in one’s inventory allow the player to simply blow through boss encounters with ease?

And then there’s early game versus end-game pricing. Things like curing at temples tend to be overpriced at low levels when you really need it, but by the time it becomes a reasonable inconvenience you can often have your own party members cast the same spells for free.

Gambling – a lot of “equipment-focused” RPGs (Diablo-style, Borderlands, etc) – sounds like a great idea, except in my personal experience I lose interest very quickly. I think only once – at lower levels – have I ever gotten anything worth keeping. In ANY game. When it is so clearly useless, people won’t use it, and it won’t be a money-sink anymore.

Some single-player RPGs do allow the player to purchase (and even furnish) houses. This becomes a nice thing to blow money on when you’ve got more than you know what to do with, but I don’t recall them ever serving a critical function beyond being a place to stash my stuff. It’d be cool if people came to visit you or something, but then you’d probably be playing The Sims instead of an RPG. But seriously – it’d be nice if owning property actually unlocked interesting new quests and storylines. (Actually, as I recall, this was the case in Baldur’s Gate II, but I don’t recall seeing it anywhere else).

Outfitting NPCs – while this is frequently an ability with NPC companions, the only game where I’ve seen this be a useful mechanic (rather than an amusing side-effect) for general NPCs is Din’s Curse. In Din’s Curse, the towns frequently come under attack, and outfitting the townspeople with your castoffs make defensive events a lot easier when the townspeople are a bit less vulnerable. I guess there was a game (Morrowind?) where you could reverse-pickpocket NPCs and cause them to wear some useless equipment… right before you attacked them. But that’s more in the ‘amusing side effect’ category.

Of course, there are also recurring costs – like equipment maintenance (always a favorite among players – NOT!), rent, taxes, docking fees, etc… but these are not frequently welcome unless they provide an advantage — like hiring a mercenary. Even then, they might be only grudgingly accepted.

Training might cost gold – frequently used in older CRPGs like Might & Magic. I’m kinda surprised this isn’t used more in modern games than it is. This is something that can easily scale with players as they acquire more funds. Higher-level training for higher-level (and richer) characters has significantly higher costs, right?

How about buying quests (or access to optional areas) for gold? Or bribery (if events calling for bribery are recurring and interesting – not just penalizing)?

If a game is going to go through the trouble of having an economy, why not make an interesting one where there’s always something interesting for a player to spend his character’s money on?​

Truth be told, while I see Jay Barnson's point, I kind of like ending up filthy rich by the end of the game myself. Not that it negates the need for having a lot of things to spend money on, of course -- quite the contrary.
 

Dorateen

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Yes, I thought there was a discussion about this recently. Anyway, I'm glad he mentions having to pay for training, which is perfectly sensible.

The only argument I could see from people is that it is not an interesting solution. But the point should be how to address the issue of too much gold, not a contest of how clever the game designer can be.

Gold cost for training has the advantages of precedent in classic RPGs, is consistent with PnP's suggestion DM's make players find a more experienced trainer for them to level up, and it would frustrate next-gen modern gamers, putting up one more obstacle in front of advancement.
 

SCO

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It was very effective on one of the mods for bloodlines (camarilla edition). It made money actually useful.
 

Metro

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Not a total fix but one part of the balance: don't throw so much money at the player. Make currency and valuable items rare, severely reduce the amount you can get in exchange from merchants, etc. Housing is generally a pretty shallow gold sink but the idea of 'improvements' can be implemented a lot better such as X amount to help fund increased patrols to cut down on random (and often annoying) encounters (or in an ARPG there would simply be more patrolling npc guards), pay Y amount to Joe Blow who will open up another quest hub, and so on. There are plenty of good solutions but the problem is they require more work on the part of the developer and few are willing to put the time/detail and would rather just shrug off the economy problems.
 

deuxhero

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An actual explicit time limit (unpatched/first half of Fallout 1, Atelier series) can make grinding for money impossible. Even if the time limit is extremely generous, the mere presence of that ticking clock has as deep psychlogical effect which discourages wasting time and encourages actually using expendables instead of saving them if they save time.
 

Mother Russia

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Realms of Arkania had a great economy system and superb use of money. Offering tons of items, none magical.

It helps though, when you have item and weapon breakage rules.
 

OSK

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Of course, there are also recurring costs – like equipment maintenance (always a favorite among players – NOT!), rent, taxes, docking fees, etc… but these are not frequently welcome unless they provide an advantage — like hiring a mercenary. Even then, they might be only grudgingly accepted.

I don't have a problem with maintenance costs.​
 
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I have if it's just a lazy way to control the economy. How about fixing loot first before adding tedious micromanagement to the game.
 

EG

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An actual explicit time limit (unpatched/first half of Fallout 1, Atelier series) can make grinding for money impossible. Even if the time limit is extremely generous, the mere presence of that ticking clock has as deep psychlogical effect which discourages wasting time and encourages actually using expendables instead of saving them if they save time.

First time I played, I had a bad surprise where I had just gotten to the Glow and noticed I had 10 days left to get the water chip. :lol:
 

DraQ

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Not a total fix but one part of the balance: don't throw so much money at the player. Make currency and valuable items rare, severely reduce the amount you can get in exchange from merchants, etc.
It's non-solution. No matter how little money do you throw at the player, it will accumulate and tend to infinity if it isn't compensated by the reviled recurring costs. And not just any recurring costs, but ones carefully calibrated to raise faster than revenue does, unless player can play really damn well, so that player can't accumulate and maintain wealth (and power) above their level of competence.

Powerful disposables are, with all due respect to Jay, an excessively shitty solution, because they are nearly impossible to balance, tempting to to hoard, and usually easy to do so if player is above average (and this is fundamental balance problem, because if they are necessary to progress, they need to be abundant, while if they are just extra, they can be hoarded with impunity by any competent player regardless of rarity).

Putting physical limits on ability to *have* huge fortune in the first place - no weightless gold, merchants with limited funds compared to worth of legendary items, shifting focus to barter system while reducing or eliminating money-based economy - can put a damper on this raise to obscene affluence which is a very good thing, but only carefully tuned recurring costs players so dislike can stop this entirely.

Sometimes having mechanics players think they hate is a very good thing:
Take System Shock 2 combination of respawns, maintenance and ammo management, or Morrowind's and STALKER:SoC's lack of fast travel and encumbrance limitations.

I have if it's just a lazy way to control the economy. How about fixing loot first before adding tedious micromanagement to the game.
May I ask you *how* do you intend to fix the loot so that arithmetic progression doesn't tend to infinity as basic math would dictate?
:hearnoevil:
 

tuluse

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I really hate rates of degradation with regards to equipment. I would prefer tiers of quality with a chance on each use to move down a tier.
 

DraQ

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I really hate rates of degradation with regards to equipment. I would prefer tiers of quality with a chance on each use to move down a tier.
You can have more expensive items require more specialized maintenance, both in terms of skill and resource - repairing a laser cannon is going to take more skill, rarer parts and better tools than cleaning an AK-47; maintaining (or replacing) a wooden club won't be as much of a problem as doing so with a legendary artifact sword of doom that can only be properly cleaned and polished using suspension of diamond dust in purified demon blood, etc.

If your ability to carry equipment around is limited (so no lugging around a fuckload of extra gear specifically for killing rats), you won't be able to afford using awesome stuff unless you play well enough to avoid busting it up and don't use it for mundane shit unless necessary.
 
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An actual explicit time limit (unpatched/first half of Fallout 1, Atelier series) can make grinding for money impossible. Even if the time limit is extremely generous, the mere presence of that ticking clock has as deep psychlogical effect which discourages wasting time and encourages actually using expendables instead of saving them if they save time.
I don't recall ever being limited or discouraged from anything by the Fo1's gigantic time limit.
 
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You can have more expensive items require more specialized maintenance, both in terms of skill and resource - repairing a laser cannon is going to take more skill, rarer parts and better tools than cleaning an AK-47; maintaining (or replacing) a wooden club won't be as much of a problem as doing so with a legendary artifact sword of doom that can only be properly cleaned and polished using suspension of diamond dust in purified demon blood, etc.

If your ability to carry equipment around is limited (so no lugging around a fuckload of extra gear specifically for killing rats), you won't be able to afford using awesome stuff unless you play well enough to avoid busting it up and don't use it for mundane shit unless necessary.

That just makes the player afraid of using said awesome stuff. "Man, finding diamond dust and purified demon blood is a pain, I'll save the Doomslayer for when I really need it." - says the player as he whacks Abbadon the Defiler of Souls with a copper sword.
 

DraQ

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That just makes the player afraid of using said awesome stuff. "Man, finding diamond dust and purified demon blood is a pain, I'll save the Doomslayer for when I really need it." - says the player as he whacks Abbadon the Defiler of Souls with a copper sword.
Well, you still need to keep it somewhere and game may limit carrying/storage space.

You still may need high grade stuff to be able to actually fight some enemies ('fight' as in 'not discover that you have no stuff that can actually hurt them and die').

And you may be mean enough as developer to make stuff require periodic maintenance regardless of use.

If you can't afford to be rich and powerful via having cool gear, then you'd better roll a monk or some other social recluse.
 
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I have if it's just a lazy way to control the economy. How about fixing loot first before adding tedious micromanagement to the game.
May I ask you *how* do you intend to fix the loot so that arithmetic progression doesn't tend to infinity as basic math would dictate?
:hearnoevil:
Limit it. I don't know what's with CRPGs and this obsession of looting and carrying the entire world on your back. Usually how much I can carry in a game tells me a lot about how broken the economy is in it.
 

EG

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Limit it. I don't know what's with CRPGs and this obsession of looting and carrying the entire world on your back. Usually how much I can carry in a game tells me a lot about how broken the economy is in it.

It's just so much filler, walking back to a stash.

Nothing good ever comes of filler.
 

DraQ

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Limit it. I don't know what's with CRPGs and this obsession of looting and carrying the entire world on your back. Usually how much I can carry in a game tells me a lot about how broken the economy is in it.
Converting infinite amount of loot into infinite amount of usable wealth doesn't go away if you do it one backpack at a time.

It alleviates the problem, but doesn't quite remove it.
 

deuxhero

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I have if it's just a lazy way to control the economy. How about fixing loot first before adding tedious micromanagement to the game.
May I ask you *how* do you intend to fix the loot so that arithmetic progression doesn't tend to infinity as basic math would dictate?

Finite resources?

Gothic did this, though the limitless inventory and abundance of trash you could convert to ore wrecked it.

I honestly think Morrowind (unintentionally?) had a good idea: Don't pretend money has any real value, everything that's really useful is dirt cheep (ingredients) or found. There is more satisfaction to displaying all the unique items you find in the game on your shelf than there is selling them. Training and enchanting as well as some gold exploits ruin it, but it was an interesting concept.
 

Metro

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Well then Gothic really didn't do it since it wasn't capped to any limiting degree. Also comical was that when vendors died you could loot their entire inventory.
 

DraQ

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Finite resources?
The problem is that you can't make a convincing world that can be exhausted by one to six dudes.
This applies to resources, enemies, wildlife, population, etc.

To make a convincing world, you either have to make it big enough that finite stuff is still effectively inexhaustible (so the problem remains), or make stuff respawn continuously perpetuating the problem.

If you can convincingly constrain the gameplay area to small *and* static, then the chances are you won't logically need any economy at all (Merchants stuck in the dungeon?) or be logically able to remove it (it's just you and me in this dungeon, merchant, give me all the best stuff).
 

felipepepe

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I always liked the concept of making money usefull by itself, as how Dark Soul's souls are used to level up and to buy stuff, or how Path of Exile uses items as currency. Making the player choose between a new weapon, upgrading it's weapon or leveling up is a great use of in-game currency IMHO.
 

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