- Joined
- Jul 26, 2014
- Messages
- 165
- Reaction score
- 136
- First Language
- English
- Primarily Uses
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?
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?

