mstark Posted January 11, 2013 Share Posted January 11, 2013 (edited) Pretty much said this in the previous economy thread, but here goes: Since the (main) game that Project Eternity is based on, Baldur's Gate (2), had a pretty good way of handling an RPG economy, as compared to many newer titles brought up here, I believe discussing the flaws of that system makes more sense than bringing up what other games did wrong? It might be presumptuous to assume PE will mirror BG2 with regards to how it handled loot and economy (though a number of crossovers between the two have already been confirmed), but IMO it makes even less sense to talk about other games (like NWN, a game PE will supposedly not take after). Nothing wrong with discussing what other games did right/wrong, the discussion just feels a bit redundant at times. In short, BG2: First of all, there are no randomly generated loot chests (PE will take after this). This makes the amount of gold available to the player easier to control by the designers. Basic loot was generally worthless in mid-to-late game, but it would give you a reasonable amount of money in the beginning when you were just as ordinary as anyone else. Rare loot (from unique monsters, and non-random chests) would sell for more, and after a few adventures, you could even afford to buy something rare from the shop. After having finished pretty much every side-quest there is, you'd have enough money to buy most of the very expensive items. And to top it off, even though money gave you a safety net to buy some gear that you might be lacking, and provide you with basic supplies, most of the things you'd end up using you found yourself, throughout your adventures (more fun than shopping). The economic system, if you examine it, is very basic, but it was unobtrusive, and apart from some Throne of Bhaal insanity, it supported the game very well. If there are going to be merchant factions, that could make for some really cool quests involving trading and delivering valuable goods, in a scripted event that would feel like a more realistic economic environment (because you'd be taking part in real trade), but there's no need to over-complicate the basic economy system to make it feel "real". I believe designing an RPG is more about making unobtrusive, abstracted, and enjoyable systems that don't get in the way of the player experience. Somehow, though BG2's system is far from perfect under scrutiny, it managed to keep the game highly enjoyable. You wanted to get out there, find more things, sell it, and amass more gold. Edited January 11, 2013 by mstark 3 "What if a mid-life crisis is just getting halfway through the game and realising you put all your points into the wrong skill tree?" Link to comment Share on other sites More sharing options...
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