How the Witcher 3’s economy was saved by polynomial least squares
arstechnica.com
arstechnica.com
And the pricing of the rare items (e.g. the relics) makes them seem completely irrelevant. You'll get a cutscene before getting a quest reward talking about how you're getting an amazing sword that has been in the family for centuries etc. And then it's slightly worse than what you already have, and the only use is to sell this legendary weapon for a price that'll allow you to buy 10 loaves of bread.
Though getting the economy balance right is really hard due to different play styles, so it's understandable.
That's a serious story/gameplay disconnect. People often talk about "too good to use" issues, where they get amazing items but never want to use them. This seems like the reverse problem, where for story purposes they're priceless but for gameplay purposes they're useless.
I can think of a mechanic that would solve that problem, and I'm wondering if there's any obvious reason it wouldn't work:
1) "Legendary" equipment/artifacts mostly can't be sold (because there's no market for it). Avert the trope of the shopkeepers that will buy and sell anything, and instead assume the world isn't oriented around catering to adventurers. If you start out with some basic equipment, you can skip the idea of shops selling any equipment at all, and always make the acquisition of such items story-based.
2) Don't have fixed stats for every piece of equipment. Instead, have the stats for any given "legendary" reward always be slightly better than what you have, with strengths and weaknesses based on the nature of the item. So the more quests you do, the better equipment you have. (And as a bonus, you mess with all the people who would normally document the stats of every item in the game.) And no matter what, a quest reward always matters.
2) Scaling it to your current level/equipment is even more of a story/mechanics disconnect, and 90% of the time that should still be worth a big chunk of money, if equipment is one of the main cost centers of the game.
Giving good rewards while keeping the player poor is hard to do in a way that doesn't involve screwing them over.
2) It's only a story/mechanics disconnect if you expect continuity between multiple playthroughs, and "story" doesn't typically have any explanation for that to begin with. Otherwise, it's not hard to suspend disbelief and just say "OK, the sword handed down through this family is a bit more powerful than the previous sword I found in a volcano".
The game does (to an extent) give shopkeepers a limited pool of money to "buy" from you with. You could address this by making 'normal' shopkeepers buy things up to what they can afford. The game could indicate this limit clearly.
"Special" (artisan/expert) shopkeepers in city (who may have more money) could buy things for 'more', but obviously those shopkeepers (in a world like The Witcher's) are few and far apart.
This means that you have the option of "quick, cheap reward now" or "slower, bigger reward" later when you need to sell things.
Obviously not a perfect solution (what is?).
I definitely felt way too "rich" early on and discarded a lot of artifact items that were useless. Dynamically scaling items would go a long way towards solving that problem too.
I play on the third difficulty level, and while my financial situation has gradually improved, I wouldn't exactly say that I'm swimming in money. I need to upgrade gear on a regular basis to stay on par with mob levels, and also craft gear. That stuff is pretty expensive.
But fair enough, just goes to show the point about the difficulty of balancing the economy.
Of course, they could have made the main quest scale in difficulty according to your level, but the last RPG that did that was Oblivion and it basically broke the game for most people.
This disconnect seems to be prevalent, and someone even made a comic.
One of the things I did to mod Morrowind/Oblivion/Skyrim was to make the acquisition of money a lot more difficult by limiting the price you could sell things for and significantly increasing the cost of things like weapons, armour, equipment and room renting.
Game was a lot more fun and balanced this way.
It must be hard in these types of games to have an economy which for the player involves anything other than kill-loot-sell-repeat.
1) basically dominates the entire space of statistical analysis
2) was almost entirely irrelevant to the article
...struck me as pretty artificial to me too.
That's how it was in TW1, and to some degree in TW2 as well. I didn't play TW3 yet (still waiting for the Linux release), but I've heard that this feeling from the previous games I described above is gone. Money is too easy to get and there is too much epic loot lying around and etc.
In other words, these are comparatively fewer of these guys than the US president, millions of times fewer than elite navy seal units or army generals or joint fight strikers, fewer than aircraft carriers that cost billions of dollars each and can house a hundred aircraft each worth hundreds of millions of dollars, and all military more significant, each and every one of them, after all you as one of the spectres is about to same the freaking universe.
Yet the player has to buy freaking omni-gel with scarce credits. Meanwhile you're flying across the universe in one of the most technologically advanced, trillion dollar spaceships, saving that very universe. In fact you employ said spaceship to go on missions to
That's like a carrier with joint strike fighters and nuclear bombs and the general of the navy, has to freaking sail across the oceans in search for somalian pirates that they can arrest, so they can make some money on their bounty, so they can buy some freaking bandages and rations, while simultaneously being on a mission to save the planet from impending doom lol.
There's not a lot of games that get this right. Tons of games get it right because the character isn't as important. Like in Pokemon, you're just a kid from a little village with ambition. But if you're the most important character in the universe, please don't have him pay for his bandages and ammo. And even in a convoluted 'everyone thinks I'm the bad guy, so nobody funds me, but I'm actually trying to save the universe', if you have universe-saving skills, just rob a freaking bank or something, it can't be that hard in comparison.
Witchers were relicts of different times and had to compete on price or pivot to assasin/bodyguard industry :)
In games for gameplay reason they made monsters very common again (explaining it away by wars and plague decivilizing big regions again) - so it make sense for witchers to be more wealthy again.
The world of the Witcher 3 is a lot more monster-riddled than what's presented in the books, with a board full of witcher contracts at every little settlement. It wouldn't make sense for witchers to be poor in the context of the game, especially in a world where witchers are a dying breed and monsters are on the rise again.
Remember that entire villages pooled their money together to pay for a witcher's fees. Also, monsters are not as frequent as they were a long time ago, so contracts are rarer and lower in payout, especially during a horrific war.
And despite what service they do to people, they are viewed as freaks (since they are mutants) and are marginalized by the society. So earning a living is not an easy thing for a witcher.
Graphical illustration of that concept: https://www.artstation.com/artwork/merely-tolerated
Well that's obnoxious. Better throw your money on the floor so merchants don't screw you?
Or does your reputation precede you as a super-powerful warrior that's really gullible? Most games have you get better at making deals over time, not worse.
To really confirm this, try bringing two watches to a watchmaker at different times, one a $5,000 watch and one a $500 watch. Ask what a service costs. The gap tends to exist even if the movements are the same!
I think it's a psychopath simulator.