History Main / AdamSmithHatesYourGuts

24th Apr '17 8:30:59 AM BeerBaron
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* ''Franchise/TheElderScrolls'' games have always survived on dungeon crawling to collect items to sell in shops or exchange with other characters. Occasionally, the prices are reasonable, but you are usually being fleeced by buying that sword for more than what you sold one just like it for. You tend to get the best deals in your higher-ranking guilds and with people who like you (in ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', by selling items to stores of "rustic" quality).

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* ''Franchise/TheElderScrolls'' games have always survived on ''Franchise/TheElderScrolls''
** The series in general has featured
dungeon crawling to collect items to sell in shops or exchange with other characters. Occasionally, the prices are reasonable, but you are usually being fleeced by buying that sword for more than what you sold one just like it for. You tend to get the best deals in your higher-ranking guilds and with people who like you (in ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', by selling items to stores of "rustic" quality).



** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', it's actually possible to invert this and still have the market hate you; Dragon Bone drops will become so frequent alongside enchanted daedric artifacts that simply selling ''one piece'' will bankrupt the store owner if you don't have any merchant perks or accept the "loss". On top of that several merchants only buys one type of loot (food, armor, weapons, or potions) with only a handful in each town that would buy any loot, so careful management is also needed so that you don't sell to the easiest merchants first and end up unable to sell the rest.

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** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', it's Skyrim]]'':
*** It's
actually possible to invert this and still have the market hate you; Dragon Bone drops will become so frequent alongside enchanted daedric artifacts that simply selling ''one piece'' will bankrupt the store owner if you don't have any merchant perks or accept the "loss". On top of that several merchants only buys one type of loot (food, armor, weapons, or potions) with only a handful in each town that would buy any loot, so careful management is also needed so that you don't sell to the easiest merchants first and end up unable to sell the rest.
23rd Apr '17 11:05:32 AM nombretomado
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* ''Franchise/TalesSeries'':

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* ''Franchise/TalesSeries'':''VideoGame/TalesSeries'':
22nd Apr '17 1:17:50 PM StyxD
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* In ''VideoGame/HollowKnight'', the most expensive item that can be bought in a shop is an ordinary lantern, which fetches a price worth several magical items and weapon upgrades. The reason the price is so high is that the lantern is mandatory for exploration of several [[BlackoutBasement dark areas]].
20th Apr '17 5:19:29 PM Abodos
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** Beedle returns in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' recurring at stables, bazaars, and other rest stops Link passes through. He always stocks arrows and a selection of critters just right for combating the area's natural hazards. He also overcharges for the arrows compared to any other merchant and the critters can be gotten for free in the right places, but that's the price of convenience.
20th Apr '17 9:25:27 AM FF32
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* The Nurse's Office in ''VideoGame/{{Persona Q}}'', similar to the ''VideoGame/{{Etrian Odyssey}}'' example above, will charge you based on the level of the main character.

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* The Nurse's Office in ''VideoGame/{{Persona Q}}'', ''VideoGame/PersonaQShadowOfTheLabyrinth'', similar to the ''VideoGame/{{Etrian Odyssey}}'' example above, will charge you based on the level of the main character.
31st Mar '17 11:29:30 PM riverdine
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** Specifically, each purchase sends the price up by 10 Rupees, starting at 10 for the first purchase. You end up paying, in total, 550 Rupees, so even with the biggest wallet in the game full of cash, you still won't have enough to buy them all in one visit. Each purchase results in a new comment from him about how they're more popular than the previous purchase.

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** Specifically, you can only buy one bean at a time, and each sequential purchase sends the price up by 10 Rupees, starting at 10 for the first purchase. You end up paying, in total, 550 Rupees, so even with the biggest wallet in the game full of cash, you still won't have enough to buy them all in one visit. Each purchase results in a new comment from him about how they're more popular than the previous purchase.
16th Mar '17 9:06:54 AM rjd1922
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** Interestingly, this is actually averted in the ''Videogame/TheLegendOfZelda'', as different stores have different prices on items you might want (the Magic Shield, for example, can cost between 90 and 160 Rupees depending of the store), so you need to keep track of which merchant has the best deals. Also, the most expensive item in the game, the Blue Ring, its sold in a single, ''hidden'' store in all of Hyrule, so you have no option but to pay the full price for it (a whooping 250 Rupees, five less than your maximum wallet limit).

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** Interestingly, this is actually averted in the ''Videogame/TheLegendOfZelda'', ''Videogame/TheLegendOfZeldaI'', as different stores have different prices on items you might want (the Magic Shield, for example, can cost between 90 and 160 Rupees depending of the store), so you need to keep track of which merchant has the best deals. Also, the most expensive item in the game, the Blue Ring, its sold in a single, ''hidden'' store in all of Hyrule, so you have no option but to pay the full price for it (a whooping 250 Rupees, five less than your maximum wallet limit).
12th Mar '17 1:35:47 PM karstovich2
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* ''VideoGame/{{Civilization}}'' has an odd variant of this trope. The 'prices' of buildings and units, in the form of hammers (required production to build it), stays constant, no matter which era you're in. Thus, erecting a building in a newly built town will take exactly the same number of turns in the stone age as it will in the modern era, after building cranes, construction equipment and unionised labour has been invented. At the same time, buildings and units you unlock with better technology that you research later are prohibitively more expensive in terms of hammer cost. This leads to odd situations where you have a new town in the modern era where building a TV station (which is unlocked in the modern era) takes over eight times longer than building a library (unlocked upon learning how to read) or a Colosseum (unlocked by construction), and training a unit of riflemen takes four times as long as training a unit of longbowmen (which would be the opposite of RealLife).

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* ''VideoGame/{{Civilization}}'' has an odd variant of this trope. The 'prices' of buildings and units, in the form of hammers (required production to build it), stays constant, no matter which era you're in. Thus, erecting a building in a newly built town will take exactly the same number of turns in the stone age as it will in the modern era, after building cranes, construction equipment and unionised labour has been invented. At the same time, buildings and units you unlock with better technology that you research later are prohibitively more expensive in terms of hammer cost. This leads to odd situations where you have a new town in the modern era where building a TV station (which is unlocked in the modern era) takes over eight times longer than building a library (unlocked upon learning how to read) or a Colosseum (unlocked by construction), and training a unit of riflemen takes four times as long as training a unit of longbowmen (which would be the opposite of RealLife). That being said, in most forms of the game, it is much easier to ''get more hammers'' later in the game (i.e. have increased productivity) by building improvements.
8th Mar '17 11:54:52 AM nombretomado
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* In ''VideoGame/MegaManBattleNetwork'', every successive HP Memory upgrade is usually at least twice the price of the one you just bought from the same vendor. [=PowerUP=]s likewise in the first two games. ''[[MegaManStarForce Star Force]]'' does this too.

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* In ''VideoGame/MegaManBattleNetwork'', every successive HP Memory upgrade is usually at least twice the price of the one you just bought from the same vendor. [=PowerUP=]s likewise in the first two games. ''[[MegaManStarForce ''[[VideoGame/MegaManStarForce Star Force]]'' does this too.
26th Feb '17 7:34:28 PM TheDocCC
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It's worth noting that, in RealLife, a person like the player character would have a ''perfectly inelastic'' demand for certain commodities. This means that, no matter what the price is, the player ''will'' manage to raise the funds ''and'' be willing to fork them over simply because they ''need'' to buy these items. Any merchants who are aware of this [[TruthInTelevision can and will charge absurd amounts of money]], because they know it will sell regardless, so long as there isn't someone selling it cheaper nearby. The most audacious form of the trope, [[https://en.wikipedia.org/wiki/Price_gouging Price Gouging]] is a two edged sword, however: In many places raising the price of gasoline and bottled water during a hurricane isn't just good way to be branded a {{Jerkass}} by the local community- it can be grounds for criminal charges and seizure of goods. [[note]][[UsefulNotes/CourtSystems Laws vary, obviously]] even within nations- some areas have specific laws against it, some categorize it as [[AnOfferYouCantRefuse extortion]], others consider it a form of public endangerment, and some just have officers point out to the owner the [[TorchesAndPitchforks large angry mob armed with tire irons]] forming outside and the inherent problems of OneRiotOneRanger.[[/note]] Additionally, even strongly pro-capitalist governments tend to pass anti-monopoly laws forbidding this sort of thing in the large scale.

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It's worth noting that, in RealLife, a person like the player character has what classical economics would have call a ''perfectly inelastic'' demand for certain commodities. This means that, no matter what the price is, the player ''will'' manage to raise the funds ''and'' be willing to fork them over simply because they ''need'' to buy these items. Any merchants who are aware of this [[TruthInTelevision can and will charge absurd amounts of money]], because they know it will sell regardless, so long as there isn't someone selling it cheaper nearby. Of course, behavioral economics reminds us that human beings are not constructs in classical economic theory, and so are prone to making decisions about prices that take into account more than just supply and demand. The most audacious form of the trope, [[https://en.wikipedia.org/wiki/Price_gouging Price Gouging]] is a two edged sword, however: In many places raising the price of gasoline and bottled water during a hurricane isn't just good way to be branded a {{Jerkass}} by the local community- it can be grounds for criminal charges and seizure of goods. [[note]][[UsefulNotes/CourtSystems Laws vary, obviously]] even within nations- some areas have specific laws against it, some categorize it as [[AnOfferYouCantRefuse extortion]], others consider it a form of public endangerment, and some just have officers point out to the owner the [[TorchesAndPitchforks large angry mob armed with tire irons]] forming outside and the inherent problems of OneRiotOneRanger. Surprisingly, some economists will defend price gouging. If your town is hit by a hurricane and the only guy selling batteries hasn't raised prices, you can bet he's been cleaned out and there's no batteries left in his store. Furthermore, there's no incentive to take risks to get those batteries. However, if the only guy selling batteries charges twenty-five USD for an AA four pack (a 6-8x spike in price), there's a good chance at least a few will be still on the shelves as people buy only what they absolutely need. Furthermore, batteries will flood into the area as sellers try to take advantage of the situation, renewing the supply of batteries and sending the price back down.[[/note]] Additionally, even strongly pro-capitalist governments tend to pass anti-monopoly laws forbidding this sort of thing in the large scale.
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