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Which games have the best economies? [roundtable]
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It's roundtable time! I was thinking about game economies today, for whatever reason. So many of them are poorly-balanced. Some to the point where finding additional currency/orbs/whatnot means almost nothing (if you can even hold them in the first place). Most recent Zelda games are somewhat guilty of this, as with Twilight Princess's endless treasure chests of fail (Phantom Hourglass added an infinite amount of ship tchotchkes to combat this, but it wasn't the most elegant solution - ditto for the Malo Mart, armor-that-used-money-as-fuel, and literal bridge-that-you-had-to-buy in TP). Others to the point where it feels like you have to grind forever to get that spiffy new item/ability. (Read: Dawn of SORROW.) In fact, I would say most games kind of screw up the economy aspect in some major way. And you could even say that the main appeal of CoDs and Diablos are their economies... maybe? One cool wrinkle of Bastion that I just read about was that unusable Health Potions will give you XP. What a brilliant idea! This is an area of gaming with so much room for improvement. I liked Shantae's system, as well. The cool abilities didn't just cost you grindable money, but also non-grindable Magic Jams. Finding a new Magic Jam was always a fantastic feeling, and it made the exploration that much more rewarding. I haven't played Tingle's Rupeeland (since I'm not European), but the economy in that game seems interesting, as well. You basically fight with money. Which was also in... Goemon, maybe? Even F-Zero's boost/health/recharge mechanic is a neat sort of game economy. By that token, Mario Kart Wii probably has the shittiest economy in the world. So which games do you guys think strike the balance best, in a way that keeps you engaged throughout? All related aspects can be considered - inventory, pouch size, buyable items, new abilities, etc. Have I abused the word "economy"?URL to share (right click and copy)
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07/20/11, 19:24 Edited: 07/20/11, 19:38
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I like the fact that valuable items cost money in the original Zelda, but at the same time, the only way to get money in the game is completely tedious. "Guess I'm gonna be spending some time in the graveyard for a while."
Perhaps in a future game, a great sum of money can only be obtainable after a sidequest? Maybe you can find chests containing 50-70 rupees in dungeons, and these could be used for things like potions, bombs, arrows, etc. If you complete a more time consuming side quest, perhaps that could net you 500 ruppees at a time, and that would be more helpful when it comes to getting a better shield or upgrading your magic or something like that.
I really just don't want to see them continue to limit the amount of rupees you can get. Why do I have to upgrade from a tiny wallet to a big wallet, when Link is able to carry a small arsenal around at all times? I mean, doesn't he basically have a little big that can store an endless amount of items.
"Oh, well I have room for this hookshot, these bombs, a dozen maps and compasses...but I really can't take that extra rupee, I just don't have the wallet for it."
I ranted about this in an old top 10 I did about my least favorite Zelda items. They really should just revamp the way the wallet/money system works. |
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Ooh, I remember what game economy I like: Dragon Quest! Am I the only one? It's pretty simple, but effective: die and you are sent back to the last save point, your gold is halved, but you retain your experience. And you can put your gold in the bank to minimize the risk. You're constantly improving your stats so you always get a chance of progressing farther than the last time, but death is still a setback. @stephen08Hmm. Are the archers as stupid as in AC2, watching you kill their buddies and taking way too long to react? I tend to remember the bad stuff from that game, but right now I kind of want to give Brotherhood a shot. Despite all my criticisms of AC2, it was still a fun time. |
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