History Main / MoneyForNothing

17th Feb '17 2:12:14 PM Kalaong
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*** When the game begins, Ezio is RichInDollarsPoorInSense, regularly emptying his wallet on booze and whores. ([[InsistentTerminology He'd never call that a waste!]]) Of course, you jumped into his life less than a day before it went to hell; the local magistrate frames and executes his family, for which he ends up as Ezio's first assassination. After that, [[YouCantGoHomeAgain he can't go home again]], eventually settling in a broken-down slum. Here's the weird part; keep up that behavior and you'll spend the rest of the game -- and the next two ''decades'' of his life -- in PerpetualPoverty. Invest in turning that slum into something respectable, and you'll soon have cash coming out of your ears. Even worse is that if you spend all of your villa income on upgrading the villa (and there aren't that many upgrades) you'll just earn money at an almost exponential rate. Compared to the pitiful loot you get off of treasure chests (which do add up over time) and pickpocketing, proper villa management can make any player stinking rich before even the halfway point of the game, without even bothering with the many side missions.

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*** When the game begins, Ezio is RichInDollarsPoorInSense, regularly emptying his wallet on booze and whores. ([[InsistentTerminology He'd never call that a waste!]]) Of course, you jumped into his life less than a day before it went to hell; the local magistrate frames and executes his family, for which he ends up as Ezio's first assassination. After that, [[YouCantGoHomeAgain he can't go home again]], eventually settling in a broken-down slum. Here's the weird part; keep up that behavior and you'll spend the rest of the game -- and the next two ''decades'' of his life -- in PerpetualPoverty. PerpetualPoverty, without enough cash to keep up his stocks of ammo and medicine, let alone the increasingly expensive weapon upgrades. Invest in turning that slum into something respectable, and you'll soon have cash coming out of your ears.ears, enabling him to keep all his stocks at max and purchase new weapons the instant they become available. Even worse is that if you spend all of your villa income on upgrading the villa (and there aren't that many upgrades) you'll just earn money at an almost exponential rate. Compared to the pitiful loot you get off of treasure chests (which do add up over time) and pickpocketing, proper villa management can make any player stinking rich before even the halfway point of the game, without even bothering with the many side missions.
11th Feb '17 9:10:11 AM MyFinalEdits
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* In many games of the ''Franchise/TheLegendOfZelda'' series, shops sell items at ridiculous prices; that is, the same items you can obtain for free simply by going outside and cutting down grass. Money is seldom required in the main game.
** ''Zelda'' games play it as close as possible without falling into parody domain: plain glass bottles and bomb bags will be given out apologetically to reward you for an errand, but you can never just go to the store and buy four bottles.

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* In many games of the ''Franchise/TheLegendOfZelda'' series, shops sell items at ridiculous prices; zig-zags this from game to game. In some cases it's played straight as there is little to buy, and/or because the money you would need is acquired so late that is, it won't be of much use by the same items you can obtain for free simply by going outside and cutting down grass. Money time you're rewarded with it. In other games, however, there are different factors or mechanics that implement major {{Money Sink}}s, thus making money an important necessity. The listed aversions pertain to cases when MoneySink is seldom required in the main game.
** ''Zelda'' games play it as close as possible without falling into parody domain: plain glass bottles and bomb bags will be given out apologetically to reward you for an errand, but you can never just go to the store and buy four bottles.
not strictly enforced:



** Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'' mostly thanks to Tingle, who requires you to [[CashGate spend 398 rupees]] ''eight times'' in order to complete the Triforce quest. Getting the Island Merchants' items (Which also gives you the magic armor and a piece of heart) also mean using lots of rupees if you're aiming for 100% Completition. The HD remake does away with most of the charts, but rupees remain useful nonetheless:the Magic Armor doesn't drain magic anymore, but takes away rupees every time you get hit, which means the more rupees you have, the longer you'll stay protected.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' zig-zags this. Collecting all the Golden Bugs and giving them to Agatha will give you a steady stream of money and there are many sidequests that require you to use your cash. One Piece of Heart requires giving a man in Castle Town 1000 rupees while helping to complete the bridge and opening the Castle Town Malo Mart requires 1200 rupees. Malo Mart, in turn, also sells many items that while usually optional are ''very'' useful. One of them, costing most of your wallet capacity to buy, is the Magic Armor. It causes damage to be taken from your rupee count instead of your health (as well as slowly draining 'em while you're wearing it). This means you'll be ''[[LevelGrinding grinding]]'' for rupees the first time you try to tackle the [[BonusDungeon Cave of Ordeals]]. And bombs must almost always be bought (there are a few in chests, but they're never dropped by enemies or found when [[RewardingVandalism breaking pots or cutting grass]]). However, this game's version of the 100 Skultulas quest (finding Poes) also gives you an unlimited supply of 200 rupees; some Poes can not be found until late game and three are found in the Cave of Ordeals.

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** Averted in ''VideoGame/TheLegendOfZeldaTheWindWaker'' mostly thanks to Tingle, who requires you to [[CashGate spend 398 rupees]] ''eight times'' in order to complete the Triforce quest. Getting the Island Merchants' items (Which also gives you the magic armor and a piece of heart) also mean using lots of rupees if you're aiming for 100% Completition. The HD remake does away with most of the charts, but rupees remain useful nonetheless:the Magic Armor doesn't drain magic anymore, but takes away rupees every time you get hit, which means the more rupees you have, the longer you'll stay protected.
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' zig-zags this. Collecting all the Golden Bugs and giving them to Agatha will give you a steady stream of money and there are many some sidequests that require you to use your cash. cash: One Piece of Heart requires giving a man in Castle Town 1000 rupees while helping to complete the bridge and opening the Castle Town Malo Mart requires 2200 rupees (it can be reduced to 1200 rupees.rupees by helping a fatigued Goron who repairs the Western bridge in Hyrule Field). Malo Mart, in turn, also sells many items that while usually optional are ''very'' useful. One of them, costing most of your wallet capacity to buy, is the Magic Armor. It causes damage to be taken from your rupee count instead of your health (as well as slowly draining 'em while you're wearing it). This means you'll be ''[[LevelGrinding grinding]]'' for rupees the first time you try to tackle the [[BonusDungeon Cave of Ordeals]]. And bombs must almost always be bought (there are a few in chests, but they're never dropped by enemies or found when [[RewardingVandalism breaking pots or cutting grass]]). However, this game's version of the 100 Skultulas quest (finding Poes) also gives you an unlimited supply of 200 rupees; some Poes can not be found until late game and three are found in the Cave of Ordeals.



** ''VideoGame/TheLegendOfZeldaSkywardSword'' also manages to avert it by making many useful items cost rupees. Additional pouches, medallions, a piece of heart, shields, shield repairs, etc. all have a cost and, until the very end, you're almost always in need of ''something'' -- which is also why your wallet is able to get so much bigger. Unlike any of the other console titles, it's actually possible to go through an entire [[HundredPercentCompletion 100% Completion]] campaign and never once have your wallet filled to capacity.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' averts this by means of Ravio's item rental shop. You have to pay about 20 or so rupees to rent every item, and if you die, you have to re-rent them. Alternatively, you can spend several hundred rupees to have the item permanently, which also lets you upgrade them. There's also a fairy fountain where you can toss in a total of 3000 rupees. Your reward? Yet another plain glass bottle.
11th Feb '17 8:53:09 AM MyFinalEdits
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* In ''VideoGame/TheBindingOfIsaac'', this tends to happen beyond the sixth floor since shops stop appearing after you defeat Mom. After that, your only use of money is going to be on the occasional beggar, arcade, or slot machine. And while there are items you can acquire that use money in some fashion, in a game with over 300, you'll likely hit the cap before that.
** One of the trinkets introduced in the Afterbirth+ DLC for Rebirth is the Silver Dollar, which lets shops appear in The Womb. However, the trope is back in full swing afterwards as the trinket's effect doesn't apply to further areas. ''(Of course, this is assuming you even get to have the trinket in the first place, at that stage in the game, given the size of the trinket pool as of Aftebirth+.)''

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* In ''VideoGame/TheBindingOfIsaac'', this ''VideoGame/TheBindingOfIsaac'':
** This
tends to happen beyond the sixth floor since shops stop appearing after you defeat Mom. After that, your only use of money is going to be on the occasional beggar, arcade, or slot machine. And while there are items you can acquire that use money in some fashion, in a game with over 300, you'll likely hit the cap before that.
** One of the trinkets introduced in the Afterbirth+ DLC for Rebirth is the Silver Dollar, which lets shops appear in The Womb. However, the trope is back in full swing afterwards as the trinket's effect doesn't apply to further areas. ''(Of Of course, this is assuming you even get to have the trinket in the first place, at that stage in the game, given the size of the trinket pool as of Aftebirth+.)''
10th Feb '17 10:41:04 PM DarkDXZ
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** One of the trinkets introduced in the Afterbirth+ DLC for Rebirth is the Silver Dollar, which lets shops appear in The Womb. However, the trope is back in full swing afterwards as the trinket's effect doesn't apply to further areas. ''(Of course, this is assuming you even get to have the trinket in the first place, at that stage in the game, given the size of the trinket pool as of Aftebirth+.)''
9th Feb '17 4:48:46 PM HeroicJay
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* ''VideoGame/FinalFantasyRecordKeeper'' has Gil, but it's essentially just artifact of the main series: every single thing that you can spend Gil on requires another, rarer, consumable. Orbfests in particular give out oodles of Gil, far more than most players will even be ''able'' to spend.
31st Jan '17 1:51:17 PM mario0987
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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is an aversion. You'll spend a decent amount of time with your wallet full, but there are many sidequests that require you to use your cash, such as helping to complete the bridge, and opening the Castle Town Malo Mart. Malo Mart, in turn, also sells many items that while usually optional are ''very'' useful. One of them, costing most of your wallet capacity to buy, is the Magic Armor. It causes damage to be taken from your rupee count instead of your health (as well as slowly draining 'em while you're wearing it). This means you'll be ''[[LevelGrinding grinding]]'' for rupees the first time you try to tackle the [[BonusDungeon Cave of Ordeals]]. And bombs must almost always be bought (there are a few in chests, but they're never dropped by enemies or found when [[RewardingVandalism breaking pots or cutting grass]]).

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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is an aversion. You'll spend zig-zags this. Collecting all the Golden Bugs and giving them to Agatha will give you a decent amount steady stream of time with your wallet full, but money and there are many sidequests that require you to use your cash, such as cash. One Piece of Heart requires giving a man in Castle Town 1000 rupees while helping to complete the bridge, bridge and opening the Castle Town Malo Mart.Mart requires 1200 rupees. Malo Mart, in turn, also sells many items that while usually optional are ''very'' useful. One of them, costing most of your wallet capacity to buy, is the Magic Armor. It causes damage to be taken from your rupee count instead of your health (as well as slowly draining 'em while you're wearing it). This means you'll be ''[[LevelGrinding grinding]]'' for rupees the first time you try to tackle the [[BonusDungeon Cave of Ordeals]]. And bombs must almost always be bought (there are a few in chests, but they're never dropped by enemies or found when [[RewardingVandalism breaking pots or cutting grass]]). However, this game's version of the 100 Skultulas quest (finding Poes) also gives you an unlimited supply of 200 rupees; some Poes can not be found until late game and three are found in the Cave of Ordeals.
25th Jan '17 4:35:49 PM bowserbros
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Not to be confused with the song "Money for Nothing" by Music/DireStraits, though it is the TropeNamer.
15th Jan '17 7:18:22 PM TrollBrutal
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[[folder:Four X]]
* ''VideoGame/{{Civilization}} III'' managed to include this one with the Wall Street Small Wonder (i.e. each player can build it). This Wonder gives you 5% interest on your treasury every turn. Since, as UsefulNotes/AlbertEinstein said, "compound interest is the most powerful force in the Universe," this has a pretty amazing effect: if you have so much as 5 gold in your treasury, you'll come out a few turns later with more cash than you know what to do with; even with hideous fiscal management, money is no object. As a result, this Wonder was known as a GameBreaker.
** This was eventually fixed with an ObviousRulePatch limiting the amount you could benefit from this to 50 gold.
** The Sequel ''VideoGame/{{Civilization}} IV'' managed to break the game with Wall Street again if you founded as many Corporations as possible in the city with Wall Street (which gives a 100% bonus to all gold earnings for every gold producing building in the city--with no other improvements in the city, gold earnings are doubled there). Each corporate headquarters would earn money for every franchise it had in another city giving a cumulative effect. However franchises themselves would cost the city that hosted them a ton of money, meaning it would be stupid to have franchises in your own cities because the cost of them would outweigh the money gain from the headquarters. That is, unless the headquarters was in the same city as Wall Street. An even better tactic is to spread your franchises to as many foreign cities as possible with all your corporate headquarters in one city with Wall Street. You literally rake in thousands of gold per turn and leave all foreign nations destitute as none of them can hope to deal with the gold drain you place on them.
* ''VideoGame/GalacticCivilizations II'': once you get out of the early-game economic freefall stages in which you have half a dozen worlds that you need to industrialize simultaneously, you can begin accumulating obscene amounts of money. Get enough and you can basically buy any non-military tech from the more generously disposed AI empires, upgrade everything in weeks, and even purchase entire battlefleets overnight.
* ''VideoGame/EndlessSpace'' is a lot like this too, but earning huge amounts of cash is actually a way of winning the game.
* ''Videogame/EndlessLegend'' likewise has a victory condition from earning a massive amount of [[PracticalCurrency Dust]] over the course of a game. The Roving Clans and Broken Lords specialize in these victories: the Clans are a ProudMerchantRace, and the Broken Lords ''require'' excess Dust because [[AnimatedArmor it powers their bodies]], and can be used to construct new citizens and troops on demand overnight. The Broken Lords start out [[MagikarpPower very weak but can become both an economic and military powerhouse]] because of their Dust production.
[[/folder]]

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[[folder:Four X]]
* ''VideoGame/{{Civilization}} III'' managed to include this one with the Wall Street Small Wonder (i.e. each player can build it). This Wonder gives you 5% interest on your treasury every turn. Since, as UsefulNotes/AlbertEinstein said, "compound interest is the most powerful force in the Universe," this has a pretty amazing effect: if you have so much as 5 gold in your treasury, you'll come out a few turns later with more cash than you know what to do with; even with hideous fiscal management, money is no object. As a result, this Wonder was known as a GameBreaker.
** This was eventually fixed with an ObviousRulePatch limiting the amount you could benefit from this to 50 gold.
** The Sequel ''VideoGame/{{Civilization}} IV'' managed to break the game with Wall Street again if you founded as many Corporations as possible in the city with Wall Street (which gives a 100% bonus to all gold earnings for every gold producing building in the city--with no other improvements in the city, gold earnings are doubled there). Each corporate headquarters would earn money for every franchise it had in another city giving a cumulative effect. However franchises themselves would cost the city that hosted them a ton of money, meaning it would be stupid to have franchises in your own cities because the cost of them would outweigh the money gain from the headquarters. That is, unless the headquarters was in the same city as Wall Street. An even better tactic is to spread your franchises to as many foreign cities as possible with all your corporate headquarters in one city with Wall Street. You literally rake in thousands of gold per turn and leave all foreign nations destitute as none of them can hope to deal with the gold drain you place on them.
* ''VideoGame/GalacticCivilizations II'': once you get out of the early-game economic freefall stages in which you have half a dozen worlds that you need to industrialize simultaneously, you can begin accumulating obscene amounts of money. Get enough and you can basically buy any non-military tech from the more generously disposed AI empires, upgrade everything in weeks, and even purchase entire battlefleets overnight.
* ''VideoGame/EndlessSpace'' is a lot like this too, but earning huge amounts of cash is actually a way of winning the game.
* ''Videogame/EndlessLegend'' likewise has a victory condition from earning a massive amount of [[PracticalCurrency Dust]] over the course of a game. The Roving Clans and Broken Lords specialize in these victories: the Clans are a ProudMerchantRace, and the Broken Lords ''require'' excess Dust because [[AnimatedArmor it powers their bodies]], and can be used to construct new citizens and troops on demand overnight. The Broken Lords start out [[MagikarpPower very weak but can become both an economic and military powerhouse]] because of their Dust production.
[[/folder]]

30th Dec '16 2:04:45 PM Valiona
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* ''VideoGame/MaxAnAutisticJourney'' gives out money for defeating enemies, but doesn't have anything to spend it on. The only reason it xists, apart from being an RPG staple, is for an achievement that involves getting $200,000.
25th Dec '16 2:22:26 PM ImpudentInfidel
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* ''Videogame/KnightsOfTheOldRepublic'' avoids this quite neatly (especially in the PC vesion), with several unique items only available from certain shops, until you go off to [[spoiler: destroy or capture the Star Forge]], at which point there are no more shops. However, the sequel suffers quite badly- anything that's worth having is either likely to drop, only available as a drop (sometimes unique, but not always; it's possible to get two of the legendary Circlet of Saresh...) or craftable. Also, if the player is male (or has a mod to get the handmaiden as a female) there is a rather well known infinite money loop.

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* ''Videogame/KnightsOfTheOldRepublic'' avoids this quite neatly (especially in the PC vesion), with several unique items only available from certain shops, until you go off to [[spoiler: destroy or capture the Star Forge]], at which point there are no more shops.shops but money pours in like rain anyway. However, the sequel suffers quite badly- anything that's worth having is either likely to drop, only available as a drop (sometimes unique, but not always; it's possible to get two of the legendary Circlet of Saresh...) or craftable. Also, if the player is male (or has a mod to get the handmaiden as a female) there is a rather well known infinite money loop.
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