In most adventure games the cost of items is clearly established. Need to buy a shield? Some armor? A golden chicken? A village merchant or town elder tells you what you must give to get what they’ve got. In “Tingle” the non-player characters will rip you off. Want a 10-ingredient pot in “Tingle”? Don’t know how much it costs, because the lady cook won’t tell you? Well, make an offer. In a miserable twist to classic bartering, most of the game’s character to whom you make a lowball offer will pocket the money you offer them. And then they will start negotiations over from scratch. So when I found a character who promised a great secret if only I could pay him “four figures,” I made a mental note (only possessing three figures of rupees at the time). I came back to him later in the game when I had about 3000, offered him 1000 , got laughed at and left with just 2000. Did anyone else know that Nintendo published games this mean?There's more money game goodness if you read the rest.
Tuesday, 4 December 2007
An Analysis of Shopping In Angband - Post-Script
In a brief followup to my earlier analysis of shopping in Angband, I've found a source of inspiration for the Unangband money game here in an article about Freshly Picked: Tingle’s Rosy Rupeeland. From the article:
You're evil, evil, evil.
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