History Main / KarlMarxHatesYourGuts

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.
26th Feb '17 8:44:46 PM TheDocCC
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* Who said this is an AcceptableBreakFromReality? In plenty of markets, an individual has a heck of a time trying to sell a good for the same price as retail. Consider your brand new car - as soon as you sign the contract, the car loses approximately a quarter of its value before you've driven it off the lot. Consider rare cards in a CCG, mint condition comic books, used video games, used power tools, used firearms, second-hand clothing, and similar markets, where retail stores can sell desired goods at a higher price than a private person will get. Consider pawn and consignment shops, which will give you less than they will turn around and sell your things for. Those middlemen provide a valuable service; they allow buyer and seller to hook up without putting in the effort to find each other or even having to want to buy and sell the same thing at the same time. The mark-up they charge is how they get paid for that service. This trope is in full effect.

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* Who said this is an AcceptableBreakFromReality? In plenty of markets, an individual has a heck of a time trying to sell a good for the same price as retail. Consider your brand new car - as soon as you sign the contract, the car loses approximately a quarter of its value before you've driven it off the lot. Consider rare cards in a CCG, mint condition comic books, used video games, used power tools, used firearms, second-hand clothing, and similar markets, where retail stores can sell desired goods at a higher price than a private person will get. Consider pawn and consignment shops, which will give you less than they will turn around and sell your things for. Those middlemen provide a valuable service; they allow buyer and seller to hook up without putting in the effort to find each other or even having to want to buy and sell the same thing at the same time. The mark-up they charge is how they get paid for that service. This trope is in full effect. Getting around this trope means (usually) becoming a retailer yourself instead of following whatever other adventure you're on.
26th Feb '17 8:43:50 PM TheDocCC
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Added DiffLines:

[[AC:Real Life]]
* Who said this is an AcceptableBreakFromReality? In plenty of markets, an individual has a heck of a time trying to sell a good for the same price as retail. Consider your brand new car - as soon as you sign the contract, the car loses approximately a quarter of its value before you've driven it off the lot. Consider rare cards in a CCG, mint condition comic books, used video games, used power tools, used firearms, second-hand clothing, and similar markets, where retail stores can sell desired goods at a higher price than a private person will get. Consider pawn and consignment shops, which will give you less than they will turn around and sell your things for. Those middlemen provide a valuable service; they allow buyer and seller to hook up without putting in the effort to find each other or even having to want to buy and sell the same thing at the same time. The mark-up they charge is how they get paid for that service. This trope is in full effect.
** Averting this trope, however, you occasionally can turn a profit by exploiting other's ignorance or moving between markets. For example, it may be that a collectible figurine sold in one country can be sold somewhere else second-hand for more than the purchase price. Then there are the real and artificial shortages that could be explouted, such as those that let ticket scalpers or eBayers sell hard-to-get tickets or must-have Christmas gifts for a tidy mark-up. Christmas 2016, for example, saw a huge shortage of the NES mini and outrageous prices for them on eBay.
6th Nov '16 1:35:17 PM TheRedRedKroovy
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->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
'''Don E.:''' Sure did. That's what called leverage. I'd think that preventing the end of the world is worth $25,000.\\
'''Liv:''' I don't have that.\\
'''Don E.:''' Come back when you do.
-->--''Series/IZombie'', [[Recap/IZombieS2E18DeadBeat "Dead Beat"]]



[[AC:Non-Video Game Examples]]
* ''Series/IZombie'' provides the page quote in the episode [[Recap/IZombieS2E18DeadBeat "Dead Beat"]], where Liv, seeking to prevent [[spoiler:Major from turning into a zombie after he's arrested for the Chaos Killer murders]], tries to buy brains from the [[FantasticDrug brain dealer]] Don E. due to her brain supply in the morgue being cut off. Don E. will not budge on the price even after Liv tells him that if she doesn't get the brains, it will cause a ZombieApocalypse, telling her that the threat of that happening is simply more reason for them to pay up.
6th Nov '16 1:30:14 PM TheRedRedKroovy
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-->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\

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-->'''Liv:''' ->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
6th Nov '16 1:29:58 PM TheRedRedKroovy
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Added DiffLines:

-->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
'''Don E.:''' Sure did. That's what called leverage. I'd think that preventing the end of the world is worth $25,000.\\
'''Liv:''' I don't have that.\\
'''Don E.:''' Come back when you do.
-->--''Series/IZombie'', [[Recap/IZombieS2E18DeadBeat "Dead Beat"]]


Added DiffLines:


[[AC:Non-Video Game Examples]]
* ''Series/IZombie'' provides the page quote in the episode [[Recap/IZombieS2E18DeadBeat "Dead Beat"]], where Liv, seeking to prevent [[spoiler:Major from turning into a zombie after he's arrested for the Chaos Killer murders]], tries to buy brains from the [[FantasticDrug brain dealer]] Don E. due to her brain supply in the morgue being cut off. Don E. will not budge on the price even after Liv tells him that if she doesn't get the brains, it will cause a ZombieApocalypse, telling her that the threat of that happening is simply more reason for them to pay up.
26th Oct '16 3:41:05 AM Sammettik
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* Played straight in VideoGame/MarioAndLuigiDreamTeam, where every item and piece of gear costs the same across the entire island. And the shops only start selling more advanced stuff as you personally progress through the story, so literally nowhere in the world sells anything you'd need in the final dungeon before you reach the final dungeon. It is sort of explained by how there's literally just one brand of shop in most places though, with an identical design, shopkeeper and goods selection.
** Sort of averted in MarioAndLuigiSuperstarSaga though, where your Stache stat dictated how much things cost in shops and how much you'd get if you sold them back. So if you raised your stats high enough you could make a tidy profit, although it wouldn't be in a particularly realistic way.

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* Played straight in VideoGame/MarioAndLuigiDreamTeam, ''VideoGame/MarioAndLuigiDreamTeam'', where every item and piece of gear costs the same across the entire island. And the shops only start selling more advanced stuff as you personally progress through the story, so literally nowhere in the world sells anything you'd need in the final dungeon before you reach the final dungeon. It is sort of explained by how there's literally just one brand of shop in most places though, with an identical design, shopkeeper and goods selection.
** Sort of averted in MarioAndLuigiSuperstarSaga ''VideoGame/MarioAndLuigiSuperstarSaga'' though, where your Stache stat dictated how much things cost in shops and how much you'd get if you sold them back. So if you raised your stats high enough you could make a tidy profit, although it wouldn't be in a particularly realistic way.
23rd Aug '16 1:19:05 PM Malady
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* Averted in ''Sub Culture'', 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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* Averted in ''Sub Culture'', ''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.



* Completely averted in ''Atelier Lina''. The price of goods fluctuates year round, and buying stuff in one town to sell in another town is the fastest, easiest and most profitable way to make obscene amounts of cash in a very short amount of time.

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* Completely averted in ''Atelier Lina''.''VideoGame/AtelierLina''. The price of goods fluctuates year round, and buying stuff in one town to sell in another town is the fastest, easiest and most profitable way to make obscene amounts of cash in a very short amount of time.



* Partly averted in all ''{{Suikoden}}'' games since II with regard to trade goods, where you can buy low in one town and sell high in another. Played straight with most items, of course.

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* Partly averted in all ''{{Suikoden}}'' ''VideoGame/{{Suikoden}}'' games since II with regard to trade goods, where you can buy low in one town and sell high in another. Played straight with most items, of course.



* 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, ''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.



* In Guadia Quest of ''RetroGameChallenge'', there are bars of precious metals that sell for the same price they cost. However, these are useful, as they prevent you from losing half of your money if you are wiped out.

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* In Guadia Quest of ''RetroGameChallenge'', ''VideoGame/RetroGameChallenge'', there are bars of precious metals that sell for the same price they cost. However, these are useful, as they prevent you from losing half of your money if you are wiped out.



* Full on averted in SidMeiersPirates. The prices of each good vary from port to port depending in unchanging factors such as what they produce and what they need, which usually match up with the actual history, and variables like the wealth and size of the town. It's possible to play a straight up trader, or to attack shipping routes to drive the wealth of a city down, or even play protectorate and nurture a few cities into wealth.

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* Full on averted in SidMeiersPirates.''VideoGame/SidMeiersPirates''. The prices of each good vary from port to port depending in unchanging factors such as what they produce and what they need, which usually match up with the actual history, and variables like the wealth and size of the town. It's possible to play a straight up trader, or to attack shipping routes to drive the wealth of a city down, or even play protectorate and nurture a few cities into wealth.



* The trade system in VideoGame/{{Pharaoh}}. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.

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* The trade system in VideoGame/{{Pharaoh}}.''VideoGame/{{Pharaoh}}''. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.



* In ''LordsOfTheRealm'', not every merchant charges exactly the same prices for the same goods, but merchants will never offer to buy goods for a higher price than another merchant is selling them for, so it is impossible to make money by buying low and selling high. This is true even if the merchants are in completely different counties within medieval England, such that you would think that geographic differences would cause price differentials. Also, prices never fluctuate, so, no matter how much of a particular commodity you buy or sell, the price will never change.

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* In ''LordsOfTheRealm'', ''VideoGame/LordsOfTheRealm'', not every merchant charges exactly the same prices for the same goods, but merchants will never offer to buy goods for a higher price than another merchant is selling them for, so it is impossible to make money by buying low and selling high. This is true even if the merchants are in completely different counties within medieval England, such that you would think that geographic differences would cause price differentials. Also, prices never fluctuate, so, no matter how much of a particular commodity you buy or sell, the price will never change.
12th Aug '16 8:01:32 PM nombretomado
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* Merchants in {{Albion}} may have varying prices. Some even have two separate inventories for selling and for buying that have different exchange rates, but the rule of thumb is that regardless of the exchange rate, they will give 20% less for everything you sell them, then what they would ask when you're buying the same item. The way it's set up, buying something from the cheapest merchant then reselling it to the most expensive merchant will most likely get you the price back, but not much more. On the other hand, there are a LOT of merchants who are more than willing to buy your hard earned loot and VendorTrash, for pocket money (read, half the price an average merchant would give you).

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* Merchants in {{Albion}} ''VideoGame/{{Albion}}'' may have varying prices. Some even have two separate inventories for selling and for buying that have different exchange rates, but the rule of thumb is that regardless of the exchange rate, they will give 20% less for everything you sell them, then what they would ask when you're buying the same item. The way it's set up, buying something from the cheapest merchant then reselling it to the most expensive merchant will most likely get you the price back, but not much more. On the other hand, there are a LOT of merchants who are more than willing to buy your hard earned loot and VendorTrash, for pocket money (read, half the price an average merchant would give you).
4th Jul '16 11:41:07 AM REV6Pilot
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** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have variable buying ''and'' selling prices (as your Barter skill improves, both of them converge on the true "value" of the item). However, location and relative rarity don't factor into it; Little Lamplight might be the only place you can find radiation-absorbing superfood Cave Fungus, but the traders in the next town over will pay just as much as the ones all the way across the map. Certain communities ''will'' offer rewards for specific resources they're short on (Little Lamplight needs [[ImAHumanitarian "Strange Meat"]] to grow the aforementioned Cave Fungus) but only if you give them to the right person -- the town merchant will offer the same price as they would anywhere else.

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** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have variable buying ''and'' selling prices (as your Barter skill improves, both of them converge on the true "value" "true" value of the item). However, location and relative rarity don't factor into it; Little Lamplight might be the only place you can find radiation-absorbing superfood Cave Fungus, but the traders in the next town over will pay just as much as the ones all the way across the map. Certain communities ''will'' offer rewards for specific resources they're short on (Little Lamplight needs [[ImAHumanitarian "Strange Meat"]] to grow the aforementioned Cave Fungus) but only if you give them to the right person -- the town merchant will offer the same price as they would anywhere else.
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