In some games (let us take the original Kingdom Hearts as an example) there is a choice available for the player to influence stat progression. At the start of Kingdom Hearts the player is given a choice between a shield, a sword and wand and this influences you stat progression as you level up for the rest of the game.
I want a similar, but more dynamic choice in my game. An idea I have toyed around with is for the characters to start of with a large (but still limited so they cannot buy everything) sum of money and let them buy their own equipments and items for the journey. They can choose to focus on magical defence, powerful weapons or high-level magic and kit out the characters as they choose. They can even choose to save some money! This gives the player agency and feels natural in the contect of the story.
A problem that immediately arises is that the player perhaps chooses to save all their money, buys potions for all their money and no equipment, or equipment and no items. How to avoid this? Are there any other problems with my proposal that I have failed to foresee?
I want a similar, but more dynamic choice in my game. An idea I have toyed around with is for the characters to start of with a large (but still limited so they cannot buy everything) sum of money and let them buy their own equipments and items for the journey. They can choose to focus on magical defence, powerful weapons or high-level magic and kit out the characters as they choose. They can even choose to save some money! This gives the player agency and feels natural in the contect of the story.
A problem that immediately arises is that the player perhaps chooses to save all their money, buys potions for all their money and no equipment, or equipment and no items. How to avoid this? Are there any other problems with my proposal that I have failed to foresee?


