Playing With / Karl Marx Hates Your Guts

Basic Trope: In some videogames, prices remain the same even no matter how far you travel nor how long you take.
  • Straight: Benny travels the world. All prices remain the same, even in the metropolis and the straw hovel.
  • Exaggerated:
    • Benny travels to other planets. Not only do the aliens use the same currency as humans, their prices are also the same.
    • Benny is a Time Traveler. The prices in the distant past, present, and distant future are all the same.
  • Downplayed: Benny only travels a rather small area.
  • Justified:
    • All of the stores Benny visits are from the same franchise.
    • The items for sale are all ubiquitous and so easily interchangable with each other any price difference is quickly corrected (if one store tried to price higher, it loses all business; if the store tried to price lower, it gets so much business everyone else has to drop their price as well).
    • There is a strictly-controlled fixed pricing system in place by the authorities.
  • Inverted:
    • Adam Smith Hates Your Guts
    • The prices make little sense, but you'll never find the same pricing twice.
    • You can sell items back to the people you bought them from for more than they charged you for it, allowing you to grind for infinite cash.
  • Subverted: The prices remain constant in the beginning of the game, but when Benny travels to a different country, the prices are different.
  • Double Subverted: It turns out that the prices only seemed different because the new country uses a different currency.
  • Parodied:
  • Zig Zagged: ???
  • Averted:
    • The game has realistic economics.
    • While the economics aren't realistic, the prices do vary between shops.
  • Enforced:
    • The developers don't have the time/capacity to make a realistic economics system.
    • The game is light-hearted and not particularly realistic, so the developers decide that realistic economics would feel out of place to most players. Besides, who'd want to buy and resell items to make money when they can slay monsters or hunt for treasures instead?
    • Meddling Executives decide that the players won't appreciate and understand a realistic economics system anyway, so they force the developers to use fixed prices everywhere because that'll allow the players to keep track of it.
  • Lampshaded: "How much does a Healing Potion cost?" "10 coins." " I should've known. It's always 10 coins."
  • Invoked: An authority figure decrees that all shops must use a fixed set of prices.
  • Exploited: Knowing shopkeepers won't change their prices, Benny uses a magic spell to make an item very common, and sells them by the truckload.
  • Defied: A shop owner decides to lower his prices, knowing that it'll attract more customers. The other shops gradually change their prices too.
  • Discussed: "I dare not risk the wrath of the Mad King, but cannot wait for the day he's thrown out of power so I can go back to pricing items the way I want."
  • Conversed: "Why does everything in this game cost the same, no matter where I buy it? I wish I could buy the stuff where it's cheap and sell it expensively."
  • Deconstructed: Since shopkeepers can't compete with each other via different prices, they find other ways to differentiate their particular product from others. Some might advertise that their weapons are more reliable, others might claim that their healing potions are 50% more potent, still others might offer a more pleasant shopping experience, etc.
  • Reconstructed: There is no copyright law and the shops make a similar profit. Therefore, each time one of the shops advertises an advantage for their products or uses a better supplier, the other shops are able to do the same. As a result, the products end up not being differentiated enough to prevent the player from finding functionally identical items in any shop in the game.
  • Played For Drama: People end up standing in line all day every Monday for their ever-dwindling rations. The appearance of an adventuring party nearly sparks a riot.

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