History Main / KarlMarxHatesYourGuts

19th Feb '18 7:16:31 PM grisha512345
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* While the economy for player fortresses in ''VideoGame/DwarfFortress'' is disabled and pending a significant retooling, with foreign merchants (the ones you visit in Adventure Mode) all prices are fixed no matter where you are, based entirely on material and quality, and every non-worthless item has a minimum value of 1. So while you can't turn a profit on bought goods, even if they're from the other end of the world, you can make money selling found/stolen goods even if they're literally found in infinite quantities ''laying around on the ground in front of the buyer''. The newly begun Caravan development arc is largely based on averting this by implementing a value system based on the availability of goods in the area involved.

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* While the economy for player fortresses in ''VideoGame/DwarfFortress'' is disabled and pending a significant retooling, with foreign merchants (the ones you visit in Adventure Mode) all prices are fixed no matter where you are, based entirely on material and quality, and every non-worthless item has a minimum value of 1. So while you can't turn a profit on bought goods, even if they're from the other end of the world, you can make money selling found/stolen goods even if they're literally found in infinite quantities ''laying around on the ground in front of the buyer''. The newly begun Caravan development arc is largely based on averting this by implementing a value system based on the availability of goods in the area involved.
30th Jan '18 9:15:18 PM GoblinCipher
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[[folder: Action Adventure ]]

* Averted in ''VideoGame/SubCulture'', where some items are bought higher in some places than they are sold in others. Refined thorium notably is sold cheap by the refinery and can be resold for a good price in cities.

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12th Jan '18 11:51:00 AM BeerBaron
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** The series in general is a rather egregious offender considering one of the big selling points is being a WideOpenSandbox that allows for more playstyles than endless dungeon-crawling. But you're pretty much limited to alchemy and thievery, the latter of which isn't as lucrative as it sounds because ''nobody has anything of value in their houses''. While it would make sense that items would be cheap in the big cities' trade districts and more expensive in little podunk shops with supply problems, prices are set by item so they remain basically the same, excepting some skill-based variation and how much the merchant likes you, no matter who's selling.
** The one major exception is Alchemy. It is possible to buy cheap, infinitely restocking ingredients from an alchemist/apothecary, turn those ingredients into a potion, and then sell the potion back for more gold than the ingredients themselves were worth. The only thing keeping this from being an infinite source of income is having to wait for the merchant's stock of gold to regenerate after 24 in-game hours.

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** The series in general is a rather egregious offender considering one of the big selling points is being a WideOpenSandbox that allows for more playstyles than simply endless dungeon-crawling. But However, you're pretty much limited to alchemy and thievery, the latter of which isn't as thievery. (And thievery is less lucrative as than it sounds may sound because ''nobody has anything few homes have items of value real value, leaving you to max out your carry weight with stolen VendorTrash in their houses''. order to turn a profit.) While it would make sense that items would be cheap in the big cities' trade districts and more expensive in little podunk shops with supply problems, prices are set by item so they remain basically the same, excepting some skill-based variation and how much the merchant likes you, no matter who's selling.
** The Alchemy, as mentioned, is one major exception is Alchemy.exception. It is possible to buy cheap, infinitely restocking ingredients from an alchemist/apothecary, turn those ingredients into a potion, and then sell the potion back for more gold than the ingredients themselves were worth. The only thing keeping this from being an infinite source of income is having to wait for the merchant's stock of gold to regenerate after 24 in-game hours.
23rd Dec '17 6:05:04 PM Malady
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1st Nov '17 3:09:34 PM Lightning4119
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* Played painfully straight [[NintendoHard (and probably intentionally so)]] in the ''VideoGame/{{STALKER}}'' series. Accidentally buy a hideously expensive set of armor you didn't want? Good luck selling it back for even ten percent of what you paid, no matter who you try to sell it to. Selling looted guns and ammo seems like a good idea, until you find out that [[BreakableWeapons the more damaged an item becomes]], the less valuable it is, and ''nobody'' maintains their weapons. Selling ammo can help, but it's not really efficient considering how much you have to sell versus how much you find by looting. In later games, items below a certain threshold can't even be sold, and repairing the guns to sell them costs more than it yields. Somewhat justified in that there's tons of guns to go about in the Zone, but it's the artifacts that are really valuable.
11th Jul '17 3:45:08 PM ObssesedNuker
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This applies only to games or stories where you ''could'' make a living as a businessman if the game did not set up prices in precisely the right way as to make this impossible. The trope is named after Creator/KarlMarx, one of the founders of modern communism.

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This applies only to games or stories where you ''could'' make a living as a businessman if the game did not set up prices in precisely the right way as to make this impossible. The trope is named after Creator/KarlMarx, one of the founders of modern communism.
communism, who believed that a variation of this phenomenon occurring in real life was the critical flaw that would ultimately bring down capitalism once people got sick of it.
21st Jun '17 4:47:21 PM FGHIK
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This is somewhat TruthInTelevision as the act of arbitrage will cause prices in various areas to move to one price (the so-called [[http://en.wikipedia.org/wiki/Law_of_one_price law of one price]]). However, the way this is handled in games makes this somewhat infuriating, particularly when prices ''should'' be different despite arbitrage (or because arbitrage can't happen). For instance, having prices for a night at the inn fixed across the empire makes no sense if one inn is in a major HubCity and another is in some village nobody has ever heard of.

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This is somewhat TruthInTelevision as the act of arbitrage will cause prices in various areas to move to one price (the so-called [[http://en.wikipedia.org/wiki/Law_of_one_price law of one price]]). However, the way this is handled in games makes this somewhat infuriating, particularly when prices ''should'' be different despite arbitrage (or because arbitrage can't happen). For instance, having prices for a night at the inn fixed across the empire makes no sense if one inn is in a major HubCity and another is in some [[ThrivingGhostTown village nobody has ever heard of.
with a single digit population]].
17th Jun '17 3:42:25 PM intastiel
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* Averted in ''VideoGame/{{Fable|I}}'', where you can make money through arbitrage, or (thanks to a GoodBadBug) sometimes even buy things in bulk and sell them back ''to the same shopkeeper'' at a profit.

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* Averted Inverted in ''VideoGame/{{Fable|I}}'', ''VideoGame/FableI'', where you the buying/selling price of an item is inversely proportional to how many of that item the merchant has: with enough of one item, the player can make money through arbitrage, or (thanks to a GoodBadBug) sometimes even buy things in bulk and a merchant's entire stock, then sell it back to them back ''to the same shopkeeper'' at a profit.
23rd Apr '17 4:58:42 PM nombretomado
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* Inverted in the ''Franchise/TalesSeries'', going all the way back to ''VideoGame/TalesOfPhantasia''. You can break the game's economy horribly by buying and selling stuff in bulk in the right towns.

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* Inverted in the ''Franchise/TalesSeries'', ''VideoGame/TalesSeries'', going all the way back to ''VideoGame/TalesOfPhantasia''. You can break the game's economy horribly by buying and selling stuff in bulk in the right towns.
3rd Mar '17 8:06:21 AM BeerBaron
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* ''Franchise/TheElderScrolls'' series is a rather egregious offender considering one of the big selling points is being a sandbox that allows for more playstyles than endless dungeon-crawling. But you're pretty much limited to alchemy and thievery, the latter of which isn't as lucrative as it sounds because ''nobody has anything of value in their houses''. While it would make sense that items would be cheap in the big cities' trade districts and more expensive in little podunk shops with supply problems, prices are set by item so they remain basically the same, excepting some skill-based variation and how much the merchant likes you, no matter who's selling.

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* ''Franchise/TheElderScrolls'' ''Franchise/TheElderScrolls'':
** The
series in general is a rather egregious offender considering one of the big selling points is being a sandbox WideOpenSandbox that allows for more playstyles than endless dungeon-crawling. But you're pretty much limited to alchemy and thievery, the latter of which isn't as lucrative as it sounds because ''nobody has anything of value in their houses''. While it would make sense that items would be cheap in the big cities' trade districts and more expensive in little podunk shops with supply problems, prices are set by item so they remain basically the same, excepting some skill-based variation and how much the merchant likes you, no matter who's selling.selling.
** The one major exception is Alchemy. It is possible to buy cheap, infinitely restocking ingredients from an alchemist/apothecary, turn those ingredients into a potion, and then sell the potion back for more gold than the ingredients themselves were worth. The only thing keeping this from being an infinite source of income is having to wait for the merchant's stock of gold to regenerate after 24 in-game hours.
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