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Insurmountable!

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- Ding!

I don't recall ever needing this much gold to simply progress in any of the Fable games, but were it ever necessary, it'd be doable.

I started a game of Fable 2 and progressed less than halfway through before starting this storyline, and you slowly accumulate gold from owned properties even when not playing.

I don't know when I last played, but prior to writing this, I checked to see how much I'd earned since whenever that was.

It was 949,300 gold.

Which brought my total gold up to 3,057,308.

I know all things are relative, but that's a lot of gold, I assure you.

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Comments

coredumperror

"One Meeeeeelion dollars!" *pinky mouth*

David Howe

I know a fair few games where early on, you are scraping the barrel for every coin you can get, but by the time you are halfway though, you are seeing insane numbers in your bank account and nothing really to spend it on.

Foradain

It's a problem, especially in MMOs. Devs need to find ways to remove in-game currency from the game without the players feeling like it's being stolen from them, otherwise it builds up and then there is massive inflation of the IGC supply.

Anonymous

That'll buy about half a good suit of top level crafter gear in my mmo of choice. Or about 3 sets of top level buyable actual class gear.

jubs

If you check the blog CRPG Addict (he's trying to go through all CRPGs ever, and I mean EVER released, including games that were only on university computer systems in the 1970s, in mostly chronological order), this is a thing in the majority of RPGs. His rating system has a specific section for in-game economy, so it's easy to check how games do in this area.

John Trauger

MMO economies are their own art. You can overdo the currency generation and have inflation and underdo generation and make the game seem stingy and difficult. You can have too many currency sinks and not enough as well. I'd be willing to bet that a "fun" player experience will lead to inflation.