Thoughts on the Economy (of RPGs)
A Feature by Mike Willis
Everyone loves money, right? I mean, even those who claim
that money is the root of all evil have a hard time explaining exactly
how human interaction would work without some semblance of it.
How about in RPGs, though? Is a monetary system
necessary? Well, strictly speaking, no. But it may
be interesting to investigate what money means to an RPG player, and
what it should mean to an RPG author. But first, note that I
will be using the term RPG to mean classic, menu-based RPGs of the kind
that the OHR was chiefly designed to support. Some of the
following discussion may be applicable to other types of games as well,
but such considerations shall be bypassed completely.
In this article, first I will consider the purposes of money in an RPG,
and the differences (or lack thereof) between money and experience
points from the point of view of their purpose. Then I will
discuss implementation of some of the possible economic systems for an
RPG and balancing them for the player.
POSSIBLE PURPOSES OF MONEY
In the real world, money is used to assign value to things on a single
scale, but is also used to attempt to force all able individuals to
contribute to society. This is accomplished by having even
the barest of necessities assigned a non-zero value. The
question then becomes, should these two things be mimicked in RPGs?
Having a global scale for assigning value to things is very helpful in
an RPG. Just as in real life, it simplifies things for the
consumer immensely. Comparing monetary costs is infinitely
easier than trying to judge what makes a good deal in a bartering
system. But is this always what makes a game more
enjoyable? Of course, the answer is, "It depends."
There are plenty of ways to give players interesting choices using only
a single monetary system of value, which we'll discuss later.
But don't forget that, in such a small economy as the player is going
to be encountering, it can sometimes be more interesting to allow for
some complications in terms of 'value'. We'll look at some of
the possible benefits of using bartering systems below as well.
What about forcing the player to 'contribute' to the RPG
world? This is a fairly intriguing question that rests on two
points - how necessary is money to the player's survival, and how is
money obtained? Thinking about the first question, one might
be surprised to discover just how necessary it is for the player to
obtain money in a lot of commercial RPGs, if only because of the need
for an Inn. Throw in the usual need for medicinal items, and
equipment, and the concept of a 'no-money-challenge-run' begins to look
nearly impossible in many games. However, this doesn't force
the player to 'contribute' anything separate from his usual
monster-bashing in a lot of cases, because money is obtained simply by
killing things.
Now doubtless the beating down of random wild beasts is contributing to
the local ecosystem, but there is potential here for some real
interesting gameplay. Imagine a game (or think of one; these
ideas are not anything particularly new for RPGs) where money is
awarded by NPCs for specific tasks. This leads to a lot of
balancing questions which we'll look into in a moment.
The final thing I wanted to mention while discussing the possible
purposes of money was the difference between money and experience
points. Differences might seem obvious at first, but on
closer inspection, these two concepts can potentially become difficult
to distinguish between. Both are typically rewarded to the
player for various tasks (usually beating things up). Both
are used to make the player's future tasks easier.
Differences beyond that are almost purely psychological and/or by
convention. The main one is that money is usually shared by
all the characters, while EXP is singular to each character.
But other differences are hazy at best. Money is often seen
as spent, while EXP is accumulated, but there is really no difference
besides the player's choice as to when to spend the money (as opposed
to being forced to 'spend' his EXP when the next level is
reached). The player often has more choices with how to use
his money, but there are plenty of counter-examples where the player
basically spends his EXP and chooses what stats to improve.
The differences melt away when one realizes that it would not be hard
to destroy one of the two concepts completely and have the other
accomplish all 'spending'. It's easier to call this one thing
money than EXP; imagine a game (or think of one; again, this is not
necessarily new) where money buys everything - permanent stat
boosts(level-ups), temporary stat boosts (equipment), consumable
techniques (conventional items like Final Fantasy tonics), permanent
techniques (spells); this kind of game could make money necessary
indeed. There's not necessarily any reason to want all of
these things to depend on one 'spendable' concept, but it is helpful to
think about what all is 'purchased' in an RPG. Traditionally
money and EXP are separate in that EXP is 'spent' on permanent things,
and money is spent on temporaries and consumables. But it
might be interesting to think of ways to mix that up.
Another idea is to consider how the real world works. Money
is used to purchase physical things, but it can be a pain to get a job
(and thus a means for making money) without experience. What
if NPCs in an RPG treated the player differently based on his
EXP? They might ask a seasoned traveler to deliver their
important letter, but not entrust it to some dude who has just recently
begun beating up on slimes in the backyard.
BALANCING THE VARIOUS SYSTEMS - COST EFFECTIVENESS
Now I've never studied theoretical economics, but its not hard to see
that one fundamental postulate of any such system would be that if an
individual can afford to buy everything he or she desires, then there
is no such thing as economic value to this individual. The
concept of one thing costing more than another (whether monetarily or
through barter) is meaningless if the buyer can afford both AND still
afford whatever else he wants. In an RPG, this can be okay,
because there are plenty of other ways to give meaningful choices to a
player. But here we are talking about the economics, so let's
pretend for a moment that we want economic value to mean something to
the player. How do we go about this?
Simply put, if money is going be meaningful to the player, he must NOT
be able to afford EVERYTHING he wants. One way of
accomplishing this is making sure that the player's needs/wants are
infinite - that is to say, there are (practically) infinitely many
desired purchases for the player. This is not as impossible
as it might sound at first - consider any kind of ammunition, where a
player needs to continuously restock (Inns also work like this in some
sense). Aside from that, it is also important to make sure
that there is a wide variety of things to purchase that all have some
use to the player. Different equipment useful in various
scenarios - 'relic' type shops really help in this
department. A variety of usable items is also nice.
But don't forget that in the real world, money is used for services as
well as goods. The Inn is the main service in most RPGs, but
there could be plenty more. A hospital to take care of the
sick (status afflictions), a wise man with important knowledge, a
training ground to increase stats, or a smithy to refurbish old
equipment - there are so many possibilities.
However, a variety of things to purchase is not necessary, and may not
be desirable for some games. The single most important thing
to keep track of is the player's purchasing power. In games
using a single, global currency this is easy to examine, but still a
challenge to balance. If the player is acquiring money from
battles, and has easy access to many battles, it is important to make
sure that his desired purchases are EXPENSIVE, if he is to have any
meaningful choices to make at the shop. In games using some
kind of bartering system, or awarding money for tasks rather than
battles, it may be easier to control how much purchasing power the
player has at any given point, allowing costs to be more easily
balanced.
One important thing to note is differentiating between what the player
needs and wants. If the player needs a good or service (such
as an Inn), the cost MUST be low and easily acquirable. This
is easy in a monetary system, but potentially a challenge in a
bartering system. One way to bypass this is to make the
absolutely needed services free - healing points, or even healing after
every battle works for some RPGs.
When assigning costs to the player's wants, the issue is one of cost
effectiveness. Does it make sense to purchase given the
cost? Just as in all other aspects of game design,
play testing is key. Experience can also help to guide costs;
think of things in other RPGs that were for sale that you never
purchased. Why? Would you have purchased it if it
had cost less? Were there things you still would have
purchased if they had cost more? If an item has the same
effect as a spell (like an antidote, say), how cheap does it have to be
to make it worth saving the cost of the spell (this implies the need
for MP balance as well, and the real possibility of running out of
MP)? Does being far from an Inn (that would have restored the
MP at a cheap cost) really demand careful use of resources?
If a store sells two weapons, how much cheaper does the weaker one have
to be to make it a worthwhile investment, if the other is better in
every aspect? The possibilities can be more complicated in a
system with bartering. Maybe the weaker weapon can be traded
for relatively common furs (a lot of them to balance against the few
furs needed for the Inn), but the stronger weapon demands some foreign
pepper (not much, but enough to force the player to go to another
country). This may make the weaker weapon a worthwhile
purchase to help reach the pepper.
FINAL THOUGHTS
As can be seen, there are lots of things to consider with the money in
an RPG. As with all aspects of game design, balance is
key. All the theoretical discussion in the world cannot make
up for the simple fact that play testing is the only sure way to achieve
balance. So when working on a game, be sure to think about
the purpose and balance of your economic system and make this a part of
your play testing.