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Game Economy

64K views · Sep 30, 2023 · Gaming

Comments · 416

  • @wimbusbert1249 · 3 years ago

    I wish having way too much money was a problem I had in real life...

    316

  • @NubileReptile · 3 years ago

    There are some games where it&apos;s hilariously obvious the designers had no idea how the economy was going to work while they were making it. For example, in the original Mass Effect, they deliberately leave your reward for quests incredibly vague (&apos;I will pay you a fortune&apos; and the like) &nbsp;and then just give you a huge sum of credits that scales with your level. <br><br>Except for a memorable instance on Noveria, where the quest-giver explicitly offers you a few hundred credits reward for doing a quest.<br><br>A few hundred credits. In a game where, in later levels, you will be earning millions of credits just from basic combat and exploration.

    148

  • @waffleswafflson3076 · 2 years ago

    I&apos;ve never thought &quot;Why didnt they fix that&quot; When I finish a game with a lot of money, Im usually a local legend by that point and it feels right to be loaded

    67

  • @Skiad-OpsGash · 2 years ago

    I really liked the first Gothic because economy and setting (magic ore in a jail colony) worked so well together.

    13

  • @Eupolemos · 2 years ago (edited)

    I really liked how Pillars of Eternity did the XP economy by saying &quot;you fill out the info on an enemy type and then there&apos;s no more experience to be gained&quot;. I don&apos;t see it work for money, but when it comes to XP in RPGs, that was a very good system.

    59

  • @clone104d · 3 years ago

    Some of my favorite RPG &quot;quests&quot; revolve around trying to raise enough money for something. I think of Shadowrun: Dragonfall and Dragon Age 2&apos;s first act. I really like the context it gives to going out and completing quests and gives you a direct reason for trying to make as much money as possible. <br><br>Sometimes this obfuscates the game economy problem, sometimes it enhances it. But I always like the narrative and mechanical mixture here.

    59

  • @davidcolby167 · 3 years ago

    this is why strongholds, spaceships and sailing ships are such good things to have in RPGs, cause you can make their upgrades and maint be super expensive!

    40

  • @Raika63 · 3 years ago

    Also makes it hard that some players will be completionists, and others will skip every optional piece of content and it should probably be possible to finish either way.

    12

  • @danielle-vandress · 1 year ago

    I think this type of balancing is most relevant and interesting at the start of the game. It&apos;s essentially one of the first obstacles players will experience. This is when options are limited and upgrades are the most valuable to a player and the hardest to acquire. When you&apos;re fighting rats in a sewer, struggling to make ends meet to buy that next weapon upgrade feels satisfying. The limited economy often works as a carrot and stick. Maybe you see some extremely valuable item in a shop that seems unattainable. It gives the player something to dream about and work towards. <br><br>But by 50 hours into a game, things have changed a lot. I think if I was still struggling to make ends meet by that point in the game, I&apos;d eventually just reach a point where it&apos;s like, &quot;If I wanted to struggle to put food on the table, I can just do that in real life&quot;.

    2

  • @SeavensIO · 6 months ago

    &quot;If you can convert outside money to inside game wealth, that economy will never be balanced&quot; @<a href="https://www.youtube.com/watch?v=ne9IIn7nEV4&amp;t=944">15:44</a>

    2

  • @MrB_341 · 8 months ago

    Unbelievable that this is free

    2

  • @Bikeadelic · 6 months ago

    Love your videos, basically a free game development course.

    2

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