Posted May 15, 2020
Just felt like making a topic to discuss the economy in single-player RPGs. (Economies in MMOs are outside the scope of this topic; while there's a lot of discussion that can be had about them, please leave such posts out of this topic, and make a new topic of your own if you want to discuss them.)
Anyway, I have noticed a few approaches, some more common in JRPGs and others more common in WRPGs. What made me think of this is that I recently played some Morrowind (typical? WRPG economy), then Paladin's Quest (typical JRPG economy), and am now playing Lennus 2 (JRPG, but economy is not typical).
In any case, there are three situations with respect to the distribution of items (typically weapons and armor) in shops that I have identified.
1. Each town you reach has better equipment than the last; furthermore, you are usually expected to be able to afford new equipment at each town, though it might take some extra fighting in some cases. The later in the game you reach a town, the better the equipment available; in particular, late-game small towns have much better equipment for sale than early-game cities. This is common in JRPGs; it's seen in the Final Fantasy series as well as in Paladin's Quest. Dragon Quest is similar, but later in the game, you stop being able to easily afford everything. Note that this works best if the game world is linear, or if monster difficulty is significantly higher in some areas (which would then have better items for sale).
2. The best items are generally for sale in cities; furthermore, the best items for sale are often buyable relatively early, if you are somehow able to get enough money for them. A small town, even if it's in a dangerous area, is not going to have the best stuff for sale. Furthermore, you are not expected to be able to afford everything when it is first available. This approach is more likely to be seen in WRPGs. Morrowind could be an example here, as could Arena, but not Daggerfall or Oblivion (more on that in a bit, though Oblivion does have some exceptions). I have also seen this approach in SaGa games (SaGa Frontier is a good example of this; note that the Game Boy SaGas are more like typical JRPGs in this regard). Lennus 2 is also something like this; it's like a typical JRPG at first, but then you reach a place called Gloucester where suddenly endgame equipment is for sale (there's still the issue of having enough money).
3. I could call this a "progressive economy"; merchants start out selling weak items, but the same merchants sell better equipment as you progress in some manner. I could put Daggerfall and Oblivion in this category, where shops sell better items when your level is higher.
So, any thoughts on this? Any other games that defy JRPG/WRPG stereotypes? Any games whose economy doesn't match up with any of these?
Anyway, I have noticed a few approaches, some more common in JRPGs and others more common in WRPGs. What made me think of this is that I recently played some Morrowind (typical? WRPG economy), then Paladin's Quest (typical JRPG economy), and am now playing Lennus 2 (JRPG, but economy is not typical).
In any case, there are three situations with respect to the distribution of items (typically weapons and armor) in shops that I have identified.
1. Each town you reach has better equipment than the last; furthermore, you are usually expected to be able to afford new equipment at each town, though it might take some extra fighting in some cases. The later in the game you reach a town, the better the equipment available; in particular, late-game small towns have much better equipment for sale than early-game cities. This is common in JRPGs; it's seen in the Final Fantasy series as well as in Paladin's Quest. Dragon Quest is similar, but later in the game, you stop being able to easily afford everything. Note that this works best if the game world is linear, or if monster difficulty is significantly higher in some areas (which would then have better items for sale).
2. The best items are generally for sale in cities; furthermore, the best items for sale are often buyable relatively early, if you are somehow able to get enough money for them. A small town, even if it's in a dangerous area, is not going to have the best stuff for sale. Furthermore, you are not expected to be able to afford everything when it is first available. This approach is more likely to be seen in WRPGs. Morrowind could be an example here, as could Arena, but not Daggerfall or Oblivion (more on that in a bit, though Oblivion does have some exceptions). I have also seen this approach in SaGa games (SaGa Frontier is a good example of this; note that the Game Boy SaGas are more like typical JRPGs in this regard). Lennus 2 is also something like this; it's like a typical JRPG at first, but then you reach a place called Gloucester where suddenly endgame equipment is for sale (there's still the issue of having enough money).
3. I could call this a "progressive economy"; merchants start out selling weak items, but the same merchants sell better equipment as you progress in some manner. I could put Daggerfall and Oblivion in this category, where shops sell better items when your level is higher.
So, any thoughts on this? Any other games that defy JRPG/WRPG stereotypes? Any games whose economy doesn't match up with any of these?