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In a video game when I stock up on healing or anti-poison potions I almost never run out. They’re like insurance that never gets used. I think you could write an interesting paper on the economics of gold pieces in video games or tabletop RPGs. How can the smithy afford to pay me 1,000gp for a suit of magical chainmail and offer me a 10,000gp platemail of smiting aura but still live in a shack in a rundown village? Is that all taxes? If so, who enforces those tax laws? Guys in armour of smiting aura +10?”
The Princess Planet - Shadows of Dooooom! – part 25
The most frustrating portion of Super Mario Galaxy 2 for me was the difficulty being enforced by the camera positioning. Cameras are hard in three-dimensional space, and harder when the user can move them, but to miss the same jump repeatedly because the view shifted just as I jumped drove me to swears (and fake-throwing my wrist-bonded Wii controller). The worst sin of this is it dropped me out of suspension-of-disbelief and forced me to recognize I was playing a game instead of experiencing something.
Game economics is a similar issue for me. Difficulty increases to maintain the level of “fun” as the player improves and as a result the various tools increase in power: minor healing potion becomes haling potion becomes mega healing potion becomes just-toss-the-effing-Phoenix-Down-every-other-turn.
Why does the smithy still have a mortgage or a tax obligation? How does he buy my extra kit? Why can’t I rob his fabulous wallet?
Some games attempt to get around this by limiting the amount of purchasing power: Fallout 3 vendors have a set limit on money and when it is depleted it takes time to rebuild (seven days without mods). But the vendors still buy everything (some items at 0 value, but they’ll take it) and never complain about my wasting their time when I sell items, then buy a high-cost, low-weight item and sell them more shite. Where is their encumbrance rule?
Also in Fallout 3 you can modify your experience with mods. One of them increases the difficulty by decreasing the amount of ammunition in the world - a plausible scenario is we’re a century following total world nuclear annihilation. Perhaps the Brotherhood is still manufacturing bullets (why, they have laser cannons?) but the supply is limited. The bad guys then become too difficult (for me), they can see further, hear more, run faster, hit harder.
A good system would be varied and keep track of total goods in the world (or region). More swords would take time to create if you destroyed all of them, you could attack mines (a la Baldur’s Gate>, or refineries, or levy taxes on coal to slow production. They would be harder to write, but more immersive.
Why do I always start with a crowbar and end with an auto-laser? Even Deus Ex for all its alternate paths ended with me rocketing the last enemy to death for there was no way to stealth him or compete with his augmentations. I’m not the FPS-guy, though I enjoy them to a point. Why can’t I have options besides the path that travels from small sword to bastard sword +5, with each town being incrementally more powerful in their small arms trade? Why does this smithy have access to meteor-iron and this one pig-iron and this one only wood?
Smaug was killed by the Black Arrow, but Bard only had one of them and was a damn fine shot. Why not given the player a chance for glory or defeat like that?