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In most modern video games - {{RPG}}s in particular - the principle of MoneyForNothing strongly applies, to the extent that it's not rare to end some games with a cashflow in six or more digits. And several of these games depict money as collectible gold pieces. Tie these together and you have the Wallet of Holding, where a quantity of gold which would in reality amount to several tons (five million 24kt gold coins the size of the British fivepence piece would be over 41,000 kilograms[[note]]90,389.53 pounds[[/note]]) and take up a colossal amount of space (the same amount would cover a football pitch) tucks up nice and neatly into a - [[{{Hammerspace}} completely disconnected part of the inventory]] where money takes up no space or weight.

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In most modern video games - {{RPG}}s in particular - the principle of MoneyForNothing strongly applies, to the extent that it's not rare to end some games with a cashflow in six or more digits. And several of these games depict money as collectible gold pieces. Tie these together and you have the Wallet of Holding, where a quantity of gold which would in reality amount to several tons (five million 24kt gold coins the size of the British fivepence piece would be over 41,000 kilograms[[note]]90,389.53 pounds[[/note]]) and take up a colossal amount of space (the same amount would cover a football pitch) tucks up nice and neatly into a - [[{{Hammerspace}} completely disconnected part of the inventory]] where money takes up no space or weight.












* VideoGame/EverQuest money has weight; for this reason, a lot of transactions took place near banks because the amounts of money needed for some trades would weigh you down so much that you couldn't move. The banks will also exchange your lower-valued coins for more valuable ones.

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* VideoGame/EverQuest ''VideoGame/EverQuest'' money has weight; for this reason, a lot of transactions took place near banks because the amounts of money needed for some trades would weigh you down so much that you couldn't move. The banks will also exchange your lower-valued coins for more valuable ones.



** Depending on the edition (and the DungeonMaster, as always) D&D either plays this completely straight or does not, by core rules, support it. By standard, 50 coins weigh a pound. This is regardless whether it's copper, silver, gold, platinum or steel, and whether it's freshly minted, taken from an ancient hoard, or received through wishing magic. At a certain point many players won't bother with cheap copper (unless they have quick access to money exchangers or are just ''that'' greedy). Gems and artwork treasures have a full selling price, so they can work pretty well as a money alternative. Sometimes you may even hold on to particularly expensive weapons and armor simply because they weigh less than the money you'd get for them. (Which makes a certain sense, as the merchant who'd want to buy a +5 lance is also the person who'd be likely to sell the stuff you want to buy.)

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** Depending on the edition (and the DungeonMaster, as always) D&D either plays this completely straight or does not, by core rules, support it. By standard, 50 coins weigh a pound. This is regardless whether it's copper, silver, gold, platinum or steel, and whether it's freshly minted, taken from an ancient hoard, or received through wishing magic. At a certain point many players won't bother with cheap copper (unless they have quick access to money exchangers or are just ''that'' greedy). Gems and artwork treasures have a full selling price, so they can work pretty well as a money alternative. Sometimes you may even hold on to particularly expensive weapons and armor simply because they weigh less than the money you'd get for them. (Which Which makes a certain sense, as the merchant who'd want to buy a +5 lance is also the person who'd be likely to sell the stuff you want to buy.)



** In ''VideoGame/AssassinsCreedII'' and ''VideoGame/AssassinsCreedBrotherhood'', there is an upper limit to how much money your treasury/bank can hold at any one time, which is a function of the value of your collections/renovations. Any amount earned above that is pocketed by Claudia or the bank. However, there is no upper limit to how much money Ezio can carry on his person. Meaning that Ezio can run around the rooftops of Rome without a sign of encumberment with half a million florins in his pocket while his bank vault is overflowing with a mere 80,000 florins in it.

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**
*
In ''VideoGame/AssassinsCreedII'' and ''VideoGame/AssassinsCreedBrotherhood'', there is an upper limit to how much money your treasury/bank can hold at any one time, which is a function of the value of your collections/renovations. Any amount earned above that is pocketed by Claudia or the bank. However, there is no upper limit to how much money Ezio can carry on his person. Meaning that Ezio can run around the rooftops of Rome without a sign of encumberment with half a million florins in his pocket while his bank vault is overflowing with a mere 80,000 florins in it.

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* ''VideoGame/{{Noita}}'': Values of collected gold nuggets and gold pixels are simply added to the total in the top left corner. Even the smallest gold nuggets are the size of Noita's head and bigger than Hämis they drop from. Biomes of [[ExactlyWhatItSaysOnTheTin Gold]] are rooms completely filled with gold powder, hidden in rock in certain parts of the world. While relatively small for a biome, it's still large enough to span from one side of the screen to another and all of that gold can be absorbed into the pockets of the Noita, even making valleys in its surface as the falling gold disappears into their being.
* ''VideoGame/{{Spelunky}}'': Spelunkers pick up gold bars and gems in massive quantities without ever being weighed down by them, added to their score. The only precious things Spelunky Guy and his colleagues can't grab on the spot are golden/diamond idols and, from ''Spelunky 2'', pots of Leprechaun gold, which are cashed out by bringing idols to the level exit or selling them to nearby shopkeepers and by beating out the coins from the pot by damaging them over and over until give up all of the coins. Any score run that gets anywhere near the leaderboards includes pulverizing the ''entire'' City of Gold and stuffing all of it inside player's pockets.




* ''VideoGame/{{Tibia}}'': Each gold coin weights 0,1 of an in-game ounce and they can only be stacked up to 100 per slot. While slots themselves can be expanded by just stuffing more backpacks inside your backpacks (inside backpacks inside backpacks...) they themselves have weights that imposes limits on how much stuff one can bring back from the hunt. As even VendorTrash grows more lucrative from more difficult enemies, many high-level players don't even bother with picking up mere gold coins, leaving them to rot within the inventories of corpses.

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* ''VideoGame/{{Tibia}}'': Everything weighs at least little bit. Each gold coin weights 0,1 of an in-game ounce and they can only be stacked up to 100 per slot. While slots themselves can be expanded by just stuffing more backpacks inside your backpacks (inside backpacks inside backpacks...) they themselves have weights that imposes limits on how much stuff one can bring back from the hunt. As even VendorTrash ShopFodder grows more lucrative from more difficult enemies, many high-level players don't even bother with picking up mere gold coins, leaving them to rot within the inventories of corpses.
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* ''VideoGame/{{Tibia}}'': Each gold coin weights 0,1 of an in-game ounce and they can only be stacked up to 100 per slot. While slots themselves can be expanded by just stuffing more backpacks inside your backpacks (inside backpacks inside backpacks...) they themselves have weights that imposes limits on how much stuff one can bring back from the hunt. As even VendorTrash grows more lucrative from more difficult enemies, many high-level players don't even bother with picking up mere gold coins, leaving them to rot within the inventories of corpses.




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* ''VideoGame/DarkestDungeon'': Over the course of a run, the limited party inventory starts out with purchased supplies which are gradually exhausted and hopefully replaced with found/looted gold and valuables instead. Gold coins have a stack limit of 1500 which can be increased to 2000 by including an [[UtilityPartyMember Antiquarian]] into the party, who can also find otherwise inaccessible minor and major trinkets (which convert to more money). If slots are lacking, the player needs to make decisions on what to keep and what to dispose of, such as whether to get rid of yet unused supplies which may or may not find use or choosing between base upgrade currencies, eg. paintings, and gold. The easiest case is throwing away lowest tier gemstones such as citrons, which have only monetary value after the expedition and even with a full stack are less money than a slot full of gold coins.
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* Money in the Platform/{{Mac}} {{shareware}} RPG ''VideoGame/{{Realmz}}'' had weight, and for this reason it could be exchanged from gold to gems for a fee at any business.[[note]]There was also an even more valuable monetary denomination, jewelry (separate from actual equipment like rings, necklaces and circlets), which could be readily converted to gems or gold, but was only obtainable as loot[[/note]] This was rendered less dire by the introduction of banking, which allowed excess money to be stored at certain businesses, whereupon it could be obtained [[BagOfSharing at any other banking business in the scenario]], but it was still necessary to load up all your net worth [[OldSaveBonus in order to play the same characters in a new scenario]].

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* ''VideoGame/{{Realmz}}'': Money in the Platform/{{Mac}} {{shareware}} RPG ''VideoGame/{{Realmz}}'' had has weight, and for this reason reason, it could can be exchanged from gold to gems for a fee at any business.[[note]]There was [[note]]There's also an even more valuable monetary denomination, jewelry (separate from actual equipment like rings, necklaces necklaces, and circlets), which could can be readily converted to gems or gold, but was is only obtainable as loot[[/note]] This was is rendered less dire by the introduction of banking, which allowed allows excess money to be stored at certain businesses, whereupon it could can be obtained [[BagOfSharing at any other banking business in the scenario]], but it was it's still necessary to load up all your net worth [[OldSaveBonus in order to play the same characters in a new scenario]].
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* Money in the UsefulNotes/{{Mac}} {{shareware}} RPG ''VideoGame/{{Realmz}}'' had weight, and for this reason it could be exchanged from gold to gems for a fee at any business.[[note]]There was also an even more valuable monetary denomination, jewelry (separate from actual equipment like rings, necklaces and circlets), which could be readily converted to gems or gold, but was only obtainable as loot[[/note]] This was rendered less dire by the introduction of banking, which allowed excess money to be stored at certain businesses, whereupon it could be obtained [[BagOfSharing at any other banking business in the scenario]], but it was still necessary to load up all your net worth [[OldSaveBonus in order to play the same characters in a new scenario]].

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* Money in the UsefulNotes/{{Mac}} Platform/{{Mac}} {{shareware}} RPG ''VideoGame/{{Realmz}}'' had weight, and for this reason it could be exchanged from gold to gems for a fee at any business.[[note]]There was also an even more valuable monetary denomination, jewelry (separate from actual equipment like rings, necklaces and circlets), which could be readily converted to gems or gold, but was only obtainable as loot[[/note]] This was rendered less dire by the introduction of banking, which allowed excess money to be stored at certain businesses, whereupon it could be obtained [[BagOfSharing at any other banking business in the scenario]], but it was still necessary to load up all your net worth [[OldSaveBonus in order to play the same characters in a new scenario]].
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Note natter.


-->-- ''The Dungeonomicon''[[note]]Actually, it's not all that unreasonable; 100 Troy pounds of gold works out at about $1,410,000. The rent on it would still just be a handful of coins every month. Quite expensive for a house, but not entirely implausible.[[/note]]

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-->-- ''The Dungeonomicon''[[note]]Actually, it's not all that unreasonable; 100 Troy pounds of gold works out at about $1,410,000. The rent on it would still just be a handful of coins every month. Quite expensive for a house, but not entirely implausible.[[/note]]
Dungeonomicon''
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due to URL changes the old link would lead to a "file not found" error


* There is a third party VideoGame/FalloutNewVegas mod [[http://newvegas.nexusmods.com/downloads/file.php?id=35270 averting]] the bottomless wallet trope.

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* There is a third party VideoGame/FalloutNewVegas mod [[http://newvegas.[[https://www.nexusmods.com/downloads/file.php?id=35270 com/newvegas/mods/35270 averting]] the bottomless wallet trope.

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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}''. In the first one, the currency was Bottle-caps. In the second, there are actually 'coins', represented as physical bits of metal. In both, everything else in your inventory has a measured weight, and your carrying-capacity is limited. In both, your money is entirely weightless.
** Not everything has a weight; there are plenty of items, such as stimpaks, rad-away, beer bottles and buffout drugs that have a zero weight. Which means that at the end of the game, if you have some basic economic acumen, you'll be carrying hundreds of syringe-like stimpaks, dozens of bags of anti-radiation medicine, and maybe a few hundred bottles of beer, all of which take up no weight, and apparently fits neatly in your back pocket or wherever you wear things. Of course, you can also carry five flamethrowers and a minigun without a single bulge in your clothes, so...

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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}''. In the first one, the currency was Bottle-caps. In the second, there are actually 'coins', represented as physical bits of metal. In both, everything else many items in your inventory has a measured weight, and your carrying-capacity is limited. In both, your money is entirely weightless.
** Not everything has a weight; there are plenty of items, such as stimpaks, rad-away, beer bottles and buffout drugs that have a zero weight. Which means that at the end of the game, if you have some basic economic acumen, you'll be carrying hundreds of syringe-like stimpaks, dozens of bags of anti-radiation medicine, and maybe a few hundred bottles of beer, all of which take up no weight, and apparently fits neatly in your back pocket or wherever you wear things. Of course, you can also carry five flamethrowers and a minigun without a single bulge in your clothes, so...
weightless.



*** VideoGame/FalloutNewVegas continues the trend, except the ammo will have some weight in Hardcore mode. However, the updated crafting system leads to some weirdness, like empty syringes having weight, but not the stimpaks you can make from them.

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*** VideoGame/FalloutNewVegas ** ''VideoGame/FalloutNewVegas'' continues the trend, except the ammo will have some weight in Hardcore mode. However, the updated crafting system leads to some weirdness, like empty syringes having weight, but not the stimpaks you can make from them.

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* ''Videogame/{{Kingdom}}'': Since money is used to not only pay for things but also represents your Monarch's health, your coin purse can only hold a certain amount of coins and gems before any extra coins will spill out and fall into the water (gems will simply fall to the ground since it's used for permanent unlocks). This encourages the player to not hoard their wealth and use it when possible.
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Grammar


This is usually an [[AntiFrustrationFeatures used as an anti-frustration feature]], unless the game is ''specifically'' trying to keep you from amassing too much wealth at once as part of an AntiGrinding feature. An intermediate solution is the Wallet Upgrade, where there ''is'' a {{cap}} on the amount of money you can collect, but this will be increased one or more times in the game; another one is the InGameBankingServices, where an institution offers players to hold their money.

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This is usually an [[AntiFrustrationFeatures used as an anti-frustration feature]], unless the game is ''specifically'' trying to keep you from amassing too much wealth at once as part of an AntiGrinding feature. An intermediate solution is the Wallet Upgrade, where there ''is'' a {{cap}} on the amount of money you can collect, but this will be increased one or more times in the game; another one is the InGameBankingServices, where an institution offers players to hold their money.

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