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* In ''VideoGame/CrushCrush'', buying gifts in bulk increases their cost exponentially, as a "shipping" fee is tacked on based on how many you buy at once.

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* In ''VideoGame/CrushCrush'', buying gifts in bulk increases increased their cost exponentially, cost, as a "shipping" fee is was tacked on based on how many you buy at once.once - 10% for 5 gifts, 12.49875% for 10,000. This was removed in V0.287, thus gifts now act as a normal bulk video game purchase.

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* ''TabletopGame/DungeonsAndDragons'': 3rd Edition explicitly stated, when it came to potion-making, that "Economies of scale do not apply". Most likely as a balancing factor.

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* ''TabletopGame/DungeonsAndDragons'': ''TabletopGame/DungeonsAndDragons'':
**
3rd Edition explicitly stated, when it came to potion-making, that "Economies of scale do not apply". Most likely as a balancing factor.
** As per usual, players tried to find ways to cheese the rules as written and came up with the [[https://1d4chan.org/wiki/15,000,000_Gold_a_Day 15 million gold a day]] trick, in which the players create several million gold pieces' worth of sales goods (by casting one spell to create a huge mass of iron, and another to convert the iron into high-value daggers) and sell them at the listed price.

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Added Pixel Remaster discounts to FF 3


A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time events or for first-time players (or buyers). Similarly larger purchase packs, especially those that hits $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.

Many Japanese mobile games with a gacha system, typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.

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A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time limited-time events or for first-time players (or buyers). Similarly larger purchase packs, especially those that hits hit $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.

Many Japanese mobile games with a gacha system, system typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.



* The original NES version of ''VideoGame/FinalFantasyIII'' allowed you to buy 1, 4, or 10 items at a time, giving you a 10% discount for 4 and a 20% discount for 10.

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* ''Franchise/FinalFantasy'':
**
The original NES version of ''VideoGame/FinalFantasyIII'' allowed you to buy 1, 4, or 10 items at a time, giving you a 10% discount for 4 and a 20% discount for 10.10. In the Pixel Remaster version, these discounts are reduced to 5% for 4 or more, and 8% for 10 or more.
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* Similarly, Economy Sized packages of products are occasionally priced ''higher'' per ounce than (smaller) normal-sized packages of the same product. Yet they still manage to sell.

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* Similarly, Economy Sized packages of products are occasionally priced ''higher'' per ounce than (smaller) normal-sized packages of the same product. Yet they still manage to sell. This is one of the reasons Unit Pricing legislation exists, so shoppers can quickly and easily compare different sizes of the same or similar products to see which is most cost effective to purchase pound for pound.
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* In ''VideoGame/{{Makai Toshi SaGa}}'', the [=HP200=] (100 GP), [=HP400=] (1000 GP), and [=HP600=] (5000 GP) potions permanently raise a human's max HP by a random amount between 1-20 points if their max HP is currently below the number listed on the potion, or 1 point otherwise. As one can see by the costs, you can buy 50 [=HP200=] potions and get a guaranteed 50 points of max HP boost for the cost of a single [=HP600=] potion which can only boost it by a maximum of 20. However, buying the potions and using them over and over is time-consuming as tedious -- especially considering you only have 8 inventory slots, a lot of which are probably taken up by this point, so you'll be repeating the process more often than you think. It might actually be faster to simply fight battles and pay for the cost-inefficient [=HP600=] potions (by the point in the game where they become available, battles give out several thousand GP).

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* In ''VideoGame/{{Makai Toshi SaGa}}'', ''VideoGame/TheFinalFantasyLegend'', the [=HP200=] (100 GP), [=HP400=] (1000 GP), and [=HP600=] (5000 GP) potions permanently raise a human's max HP by a random amount between 1-20 points if their max HP is currently below the number listed on the potion, or 1 point otherwise. As one can see by the costs, you can buy 50 [=HP200=] potions and get a guaranteed 50 points of max HP boost for the cost of a single [=HP600=] potion which can only boost it by a maximum of 20. However, buying the potions and using them over and over is time-consuming as tedious -- especially considering you only have 8 inventory slots, a lot of which are probably taken up by this point, so you'll be repeating the process more often than you think. It might actually be faster to simply fight battles and pay for the cost-inefficient [=HP600=] potions (by the point in the game where they become available, battles give out several thousand GP).

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A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time events or for first-time players (or buyers). Similarly larger purchase packs, especially those that hits $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.

Many Japanese mobile games with a gacha system, typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.



* A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time events or for first-time players (or buyers). Similarly larger purchase packs, especially those that hits $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.
* Many Japanese mobile games with a gacha system, such as ''VideoGame/LoveLiveSchoolIdolFestival'' or ''VideoGame/FinalFantasyRecordKeeper'', typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.

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* A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time events or ''VideoGame/GemsOfWar'': Gem Chests are 10 Gems for first-time players (or buyers). Similarly larger purchase packs, especially those that hits $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.
* Many Japanese mobile games with a gacha system, such as ''VideoGame/LoveLiveSchoolIdolFestival'' or ''VideoGame/FinalFantasyRecordKeeper'', typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.
1, 95 for 10, and 450 for 50.
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* Exploitable in ''VideoGame/{{Fable}}'' to gain wealth, as the price of an item is fixed according to the quantity of the item that a merchant keeps at one time. Since you can buy any number of items for the price of the first one, buying bulks at once and selling them back to the very same shopkeeper is a way to gain virtually infinite wealth.

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* Exploitable [[ExploitedTrope Exploitable]] in ''VideoGame/{{Fable}}'' to gain wealth, as the price of an item is fixed according to the quantity of the item that a merchant keeps at one time. Since you can buy any number of items for the price of the first one, buying bulks at once and selling them back to the very same shopkeeper is a way to gain virtually infinite wealth.



* In ''VideoGame/FlimbosQuest'', the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls, so it's never going to be cost effective to buy a Super Scroll.

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* In ''VideoGame/FlimbosQuest'', the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls, so it's never going to be cost effective cost-effective to buy a Super Scroll.



** This trope was studied as part of an experiment concerning advertising. In particular, the bulk bundle provided more profits despite being less cost effective.

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** This trope was studied as part of an experiment concerning advertising. In particular, the bulk bundle provided more profits despite being less cost effective.cost-effective.
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* ''[[VideoGame/EuropaUniversalis Europa Universalis IV]]'': When hiring mercenaries, the cost of each successive regiment hired increases when you hire multiple regiments at once.

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* ''Franchise/{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten Poké Balls at the same time. Premier Balls have the same catch rate as a regular Poké Ball, and no added bonuses except for a different visual effect upon opening up, so it's essentially 11-for-the-price-of-10.

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* ''Franchise/{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten Poké Balls at the same time. Premier Balls have the same catch rate as a regular Poké Ball, and no added bonuses except for a different visual effect upon opening up, so it's essentially 11-for-the-price-of-10.



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* ''VideoGame/LoveLiveSchoolIdolFestival'' normally costs 5 Love Gems per round of Honor Scouting...or you can do eleven rounds at once for 50 Love Gems, i.e. a 9.09% discount.




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* Many Japanese mobile games with a gacha system, such as ''VideoGame/LoveLiveSchoolIdolFestival'' or ''VideoGame/FinalFantasyRecordKeeper'', typically allow you to either pay the normal amount of premium currency to pull once, or pay 10x as much; in the latter case, you get 10 draws, plus 1 free, resulting in roughly a 9.09% increase in cost efficiency.
Is there an issue? Send a MessageReason:
None



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* A lot of Free-to-Play games gave such deals to purchase rare currency by paying less than the usual amount of individual sales, especially during limited time events or for first-time players (or buyers). Similarly larger purchase packs, especially those that hits $10, $50, or $100, are enticingly noted with extra amounts of "rare" currency.
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** For the first game this was the case for the Crossbow. Its ammo cost quite a bit, 20 pounds for a single arrow and 720 for a full restock from empty. Problem was, while the weapon itself cost 400 pounds and came with half its full ammo, it also ''sold'' for 400 pounds, so that's half an ammo refill for free. This was later fixed by doubling the price to buy the weapon, while only increasing the price it could be sold back for by 50%.

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** For the first game this was the case for the Crossbow. Its ammo cost quite a bit, 20 pounds for a single arrow and 720 for a full restock from empty. Problem was, while the weapon itself cost 400 pounds and came with half its full ammo, it and also ''sold'' for 400 pounds, so that's half an ammo refill for free. This was later fixed by doubling the price to buy the weapon, while only increasing the price it could be sold back for by 50%.




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* ''VideoGame/Fallout4'': Merchants sometimes sell [[ItemCrafting crafting materials]] in bunches of 25. All of them cost '''five times''' as much as buying said materials individually. They do have some added value from being weightless "shipments" of materials you cash in at workshops, but that's only saving you 2.5-7.5 pounds in a game where the base carry weight is 200. You'll often end up buying them anyway because [[MoneyForNothing merchants carry far fewer useful supplies than what you can afford]]--basically, you're paying for the convenience of a single merchant even having that much.

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* ''VideoGame/TheElderScrollsIIIMorrowind'' Plays with it. While it is played straight for individual transactions, constantly buying from and selling to the same merchant will increase that merchant's disposition towards the player, while also increasing the player's Mercantile skill. Over time, this leads to lower buying prices and higher selling prices. Further, due to a rounding error, the game works out the total price of goods differently depending on whether you click on a whole stack of items at once or add them individually. Simply pick up a large stack of cheap items. Go to a merchant and add them to your "sell" stack one by one and the game will raise the price by the minimum value rounded up to a whole coin on each click. Sell four hundred arrows, then buy the whole stack back for just one...

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* ''VideoGame/TheElderScrollsIIIMorrowind'' Plays plays with it. While it is played straight for individual transactions, constantly buying from and selling to the same merchant will increase that merchant's disposition towards the player, while also increasing the player's Mercantile skill. Over time, this leads to lower buying prices and higher selling prices. Further, due to a rounding error, the game works out the total price of goods differently depending on whether you click on a whole stack of items at once or add them individually. Simply pick up a large stack of cheap items. Go to a merchant and add them to your "sell" stack one by one and the game will raise the price by the minimum value rounded up to a whole coin on each click. Sell four hundred arrows, then buy the whole stack back for just one...




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* ''VideoGame/KillingFloor'' and [[VideoGame/KillingFloor2 its sequel]] have both had accidental cases where one weapon could have its ammo refilled more cheaply by simply selling and then re-buying the weapon, until a patch fixed it.
** For the first game this was the case for the Crossbow. Its ammo cost quite a bit, 20 pounds for a single arrow and 720 for a full restock from empty. Problem was, while the weapon itself cost 400 pounds and came with half its full ammo, it also ''sold'' for 400 pounds, so that's half an ammo refill for free. This was later fixed by doubling the price to buy the weapon, while only increasing the price it could be sold back for by 50%.
** The second game had this with C4, which is bought for 650 dosh, and sells for 487, but comes with a full supply of the actual C4 charges, even with levels in the Demolitionist perk increasing the amount you can carry. Initially, replacing a block of C4 cost 100 dosh, so selling and rebuying the weapon cost less so long as you were replacing more than one block (helpful for Demolitionists, who can carry up to seven blocks at maximum level, but a drop in the bucket for any other perk, who can only ever carry two). An update eventually reduced the ammo cost for C4 to just 27 dosh per charge, meaning that selling and repurchasing the whole thing is only cost-effective now for fully-leveled Demolitionists who are ''completely'' out of C4.



* Shopkeepers in ''VideoGame/MountAndBlade'' charge higher prices for items they have fewer of, and items are purchased one at a time, so the more of something you buy, the more each subsequent one costs. (They also pay more for items they have fewer of, so buying an abundant commodity in one town and selling it in another town where it's rare is one of the faster ways to earn money.)
* In ''VideoGame/FlimbosQuest'', the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls so it's never going to be cost effective to buy a Super Scroll (as opposed to say, simply buying each Scroll one after the other.

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* Shopkeepers in ''VideoGame/MountAndBlade'' charge higher prices for items they have fewer of, and items are purchased one at a time, so the more of something you buy, the more each subsequent one costs. (They They also pay more for items they have fewer of, so buying an abundant commodity in one town and selling it in another town where it's rare is one of the faster ways to earn money.)
money.
* In ''VideoGame/FlimbosQuest'', the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls scrolls, so it's never going to be cost effective to buy a Super Scroll (as opposed to say, simply buying each Scroll one after the other.Scroll.
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* The ammo dispensers in ''VideoGame/FarCry3BloodDragon'' have an option to refill the ammo for all your weapons and explosives for 20% less than what you'd pay for them normally.

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* The ammo dispensers shops in ''VideoGame/FarCry3BloodDragon'' ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and ''[[VideoGame/FarCry4 4]]'' have an option to refill the ammo for all your weapons and explosives for 20% less than what you'd pay for them normally.
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* ''{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten Poké Balls at the same time. Premier Balls have the same catch rate as a regular Poké Ball, and no added bonuses except for a different visual effect upon opening up, so it's essentially 11-for-the-price-of-10.

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* ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten Poké Balls at the same time. Premier Balls have the same catch rate as a regular Poké Ball, and no added bonuses except for a different visual effect upon opening up, so it's essentially 11-for-the-price-of-10.
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* ''VideoGame/TheElderScrollsIIIMorrowind's'' Merchantile skill was best trained if you bought and sold things one at a time, but buying a lot in bulk usually made the "haggle a few gold from the price" work more smoothly. Haggling like that trained the skill faster, which simulated increased shopping savvy by deflating buying prices and inflating selling prices, but not as much as individual sales. On the other hand, given that the formula governing the Merchantile skill caused prices to rise and sales to drop again at around 50%, bulk shopping was probably the better tactic.

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* ''VideoGame/TheElderScrollsIIIMorrowind's'' Merchantile skill was best trained if you bought and sold things one at a time, but ''VideoGame/TheElderScrollsIIIMorrowind'' Plays with it. While it is played straight for individual transactions, constantly buying a lot in bulk usually made the "haggle a few gold from and selling to the price" work more smoothly. Haggling like same merchant will increase that trained merchant's disposition towards the skill faster, which simulated increased shopping savvy by deflating player, while also increasing the player's Mercantile skill. Over time, this leads to lower buying prices and inflating higher selling prices, but not as much as individual sales. On prices. Further, due to a rounding error, the other hand, given that game works out the formula governing total price of goods differently depending on whether you click on a whole stack of items at once or add them individually. Simply pick up a large stack of cheap items. Go to a merchant and add them to your "sell" stack one by one and the Merchantile skill caused prices to rise and sales to drop again at around 50%, bulk shopping was probably game will raise the better tactic.price by the minimum value rounded up to a whole coin on each click. Sell four hundred arrows, then buy the whole stack back for just one...
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* In ''VideoGame/CrushCrush'', buying gifts in bulk increases their cost exponentially, as a "shipping" fee is tacked on based on how many you buy at once.
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* In ''VideoGame/TheSims4'', it costs money to cook fresh food, but you can save money on some meals by cooking family size (4 servings) or party size (8 servings) portions. Having one or more recommended ingredients for each recipe will lower the price even further.
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* In ''VideoGame/CyberNations'', it's strongly encouraged to buy infrastructure, technology, in the largest quantity allowed at once, as after a certain number of purchases in each category, the price per unit starts to increase with each purchase; buying 10 levels of infrastructure at a time is a lot more beneficial to buying 1-2 levels at a time.
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* ''VideoGame/LoveLiveSchoolIdolFestival'' normally costs 5 Love Gems per round of Honor Scouting...or you can do eleven rounds at once for 50 Love Gems, i.e. a 9.09% discount.
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Namespaces


* ''{{Aerobiz}}'' and ''Aerobiz Supersonic'': Though the game does not give you discounts based on the number you buy, you will usually run into opportunities to purchase planes at half price for a turn. Those make good opportunities to bulk up on large, expensive models.

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* ''{{Aerobiz}}'' ''VideoGame/{{Aerobiz}}'' and ''Aerobiz Supersonic'': Though the game does not give you discounts based on the number you buy, you will usually run into opportunities to purchase planes at half price for a turn. Those make good opportunities to bulk up on large, expensive models.



* Played straight with most items in ''MapleStory'', but some shops sell stacks of 2000 arrows that are cheaper than buying 2000 of 1 arrow at another shop.

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* Played straight with most items in ''MapleStory'', ''VideoGame/MapleStory'', but some shops sell stacks of 2000 arrows that are cheaper than buying 2000 of 1 arrow at another shop.



* In ''FlimbosQuest'' on the C64, the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls so it's never going to be cost effective to buy a Super Scroll (as opposed to say, simply buying each Scroll one after the other.

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* In ''FlimbosQuest'' on the C64, ''VideoGame/FlimbosQuest'', the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls so it's never going to be cost effective to buy a Super Scroll (as opposed to say, simply buying each Scroll one after the other.

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Response assumes economy-size means smaller package. It, in fact, means larger package. (But economy cars are smaller than average, strangely.) Edited for clarity.


* Similarly, Economy Sized packages of products are occasionally priced ''higher'' per ounce than the normal-sized package of the same product. Yet they still manage to sell.
** Because sometimes the smaller amount is all you need. You may be paying more for a given amount but that's off set by a lower absolute price and less possibility of wastage/spoilage from the damn thing being lost in the back of the cupboard.

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* Similarly, Economy Sized packages of products are occasionally priced ''higher'' per ounce than the (smaller) normal-sized package packages of the same product. Yet they still manage to sell.
** Because sometimes the smaller amount is all you need. You may be paying more for a given amount but that's off set by a lower absolute price and less possibility of wastage/spoilage from the damn thing being lost in the back of the cupboard.
sell.

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Fixing the Thread Mode into one single example line.


* ''{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten PokéBalls at the same time.
** Note: Premier Balls have the same catch rate as regular PokéBalls, and no added bonuses, so it's essentially 11-for-the-price-of-10.
** Well, no added bonus except for a cool effect when your 'mon comes out.

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* ''{{Pokemon}}'' games have shops that may give you a free Premier Ball if you buy ten PokéBalls Poké Balls at the same time.
** Note:
time. Premier Balls have the same catch rate as a regular PokéBalls, Poké Ball, and no added bonuses, bonuses except for a different visual effect upon opening up, so it's essentially 11-for-the-price-of-10.
** Well, no added bonus except for a cool effect when your 'mon comes out.
11-for-the-price-of-10.
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** Because sometimes the smaller amount is all you need. You may be paying more for a given amount but that's off set by a lower absolute price and less possibility of wastage/spoilage from the damn thing being lost in the back of the cupboard.
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* Barnes from TwilightPrincess sells his bombs by lots of 30, claiming you get a discount that way.

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* Barnes from TwilightPrincess ''VideoGame/TheLegendOfZeldaTwilightPrincess'' sells his bombs by lots of 30, claiming you get a discount that way.
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* The ammo dispensers in ''VideoGame/FarCryBloodDragon'' have an option to refill the ammo for all your weapons and explosives for 20% less than what you'd pay for them normally.

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* The ammo dispensers in ''VideoGame/FarCryBloodDragon'' ''VideoGame/FarCry3BloodDragon'' have an option to refill the ammo for all your weapons and explosives for 20% less than what you'd pay for them normally.
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* The ammo dispensers in ''VideoGame/FarCryBloodDragon'' have an option to refill the ammo for all your weapons and explosives for 20% less than what you'd pay for them normally.
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** Well, no added bonus except for a cool effect when you 'mon comes out.

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** Well, no added bonus except for a cool effect when you your 'mon comes out.
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* Barnes from TwilightPrincess sells his bombs by lots of 30, claiming you get a discount that way.
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Namespace stuff


* In the classic ''{{Traveller}}'' supplement Book 4 ''Mercenary'', military items (weapons, ammo, vehicles) could be bought at a discount which depended on how many items you bought, anywhere from 20-60% off.
* ''DungeonsAndDragons'': 3rd Edition explicitly stated, when it came to potion-making, that "Economies of scale do not apply". Most likely as a balancing factor.

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* In the classic ''{{Traveller}}'' ''TabletopGame/{{Traveller}}'' supplement Book 4 ''Mercenary'', military items (weapons, ammo, vehicles) could be bought at a discount which depended on how many items you bought, anywhere from 20-60% off.
* ''DungeonsAndDragons'': ''TabletopGame/DungeonsAndDragons'': 3rd Edition explicitly stated, when it came to potion-making, that "Economies of scale do not apply". Most likely as a balancing factor.



* In ''MakaiToushiSaGa'', the [=HP200=] (100 GP), [=HP400=] (1000 GP), and [=HP600=] (5000 GP) potions permanently raise a human's max HP by a random amount between 1-20 points if their max HP is currently below the number listed on the potion, or 1 point otherwise. As you can see by the costs, you can buy 50 [=HP200=] potions and get a guaranteed 50 points of max HP boost for the cost of a single [=HP600=] potion which can only boost it by a maximum of 20. Although buying the potions and using them over and over (considering you only have 8 inventory slots, a lot of which are probably taken up by this point, you'll be repeating the process more often than you think) is time-consuming and tedious. It might actually be faster to simply fight battles and pay for the cost-inefficient [=HP600=] potions (by the point in the game where they become available, battles give out several thousand GP).

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* In ''MakaiToushiSaGa'', ''VideoGame/{{Makai Toshi SaGa}}'', the [=HP200=] (100 GP), [=HP400=] (1000 GP), and [=HP600=] (5000 GP) potions permanently raise a human's max HP by a random amount between 1-20 points if their max HP is currently below the number listed on the potion, or 1 point otherwise. As you one can see by the costs, you can buy 50 [=HP200=] potions and get a guaranteed 50 points of max HP boost for the cost of a single [=HP600=] potion which can only boost it by a maximum of 20. Although However, buying the potions and using them over and over (considering is time-consuming as tedious -- especially considering you only have 8 inventory slots, a lot of which are probably taken up by this point, so you'll be repeating the process more often than you think) is time-consuming and tedious.think. It might actually be faster to simply fight battles and pay for the cost-inefficient [=HP600=] potions (by the point in the game where they become available, battles give out several thousand GP).

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