On the topic of in-game currencies and unrealistic inflation issues.
1. Games are supposed to be fun to play
The first duty of games is to be fun to play. Everything else comes later. This definition of "fun" also includes things being scary "fun", tragically moving "fun" etc.
2. Reality isn't fun
Reality is often boring, tedious, mildly annoying etc. In that sense very work of fiction is some form of escapism. Reality does have some pretty darn awesome and exciting stuff - but the gaps between them are quite big.
3. Being poor isn't fun
In reality, I don't have to explain. In a game, yes it's fun to start out with next to nothing and work your way up. But that's point 4.
4. Improvement is fun
Getting better at stuff is fun. Leveling up is fun. Being able to do and get better stuff is fun. It's also very satisfying to look back and say "I started with nothing"
5. Rewards are fun
Games have to have reward mechanism like xp, items, gold. Games without them or with too little are less fun than others. Some games just have a high score meter, but that also is a reward mechanism.
When adding 1. thru 5. together, I don't think we'll get a RPG with a realistic money system any time soon. Maybe someone will create one build on an underlying, detailed, dynamic simulation of a world. But certainly not this one.
I don't want to sound glum or pessimistic - good game design can mitigate the problem and strengthen the illusion of a real game world. I'd also like to delay the problem as long as possible. I think increasing the cost of items and money sinks are the way to go.
How about having to pay your followers. That would be realistic. And it would scale with the increased loot. Even if every companion only takes 1/10th of the loot that would reduce the loot overall by 50%. Now if you want to be really ingenious - show us how the companions spend their cash. That could be so hilarious!
The other great money sink is a player stronghold (like Crossroads Keep in NWN2), it would partially be beneficial, partially just vanity.
If they go with a more political setting - go for bribing officials, buying influence and supporting armies.
Maybe also spend money on research ("Hey, scholar find out where the legendary dungeon of blablabla is!") and development (a.k.a. crafting)
On the topic of in-game currencies and unrealistic inflation issues.
1. Games are supposed to be fun to play
The first duty of games is to be fun to play. Everything else comes later. This definition of "fun" also includes things being scary "fun", tragically moving "fun" etc.
2. Reality isn't fun
Reality is often boring, tedious, mildly annoying etc. In that sense very work of fiction is some form of escapism. Reality does have some pretty darn awesome and exciting stuff - but the gaps between them are quite big.
3. Being poor isn't fun
In reality, I don't have to explain. In a game, yes it's fun to start out with next to nothing and work your way up. But that's point 4.
4. Improvement is fun
Getting better at stuff is fun. Leveling up is fun. Being able to do and get better stuff is fun. It's also very satisfying to look back and say "I started with nothing"
5. Rewards are fun
Games have to have reward mechanism like xp, items, gold. Games without them or with too little are less fun than others. Some games just have a high score meter, but that also is a reward mechanism.
When adding 1. thru 5. together, I don't think we'll get a RPG with a realistic money system any time soon. Maybe someone will create one build on an underlying, detailed, dynamic simulation of a world. But certainly not this one.
I don't want to sound glum or pessimistic - good game design can mitigate the problem and strengthen the illusion of a real game world. I'd also like to delay the problem as long as possible. I think increasing the cost of items and money sinks are the way to go.
How about having to pay your followers. That would be realistic. And it would scale with the increased loot. Even if every companion only takes 1/10th of the loot that would reduce the loot overall by 50%. Now if you want to be really ingenious - show us how the companions spend their cash. That could be so hilarious!
The other great money sink is a player stronghold (like Crossroads Keep in NWN2), it would partially be beneficial, partially just vanity.
If they go with a more political setting - go for bribing officials, buying influence and supporting armies.
Maybe also spend money on research ("Hey, scholar find out where the legendary dungeon of blablabla is!") and development (a.k.a. crafting)