How To Ask For Directions in an RPG [ article ]

I find this most true is classic JRPGs, but many RPGs stick to this formula: The closer you get to your final goal, the more everything costs.

Now basic necessities of life would obviously cost more in these more treacherous places. But charging 500 gil to sleep on rug while 10 gil can get you a room in the royal palace doesn’t really make a whole lotta sense…I guess except to the guy who’s ripping you off for 500 gil to sleep on his rug. I bet when he doesn’t have guests he just lets the dog sleep on it. Probably pisses on it too…the dog, not the innkeeper.


  • Jnite

    The monsters outside the town tend to be a good indicator too. I’ve had some games where the map is open up enough so that you can go to areas you definitely aren’t leveled up enough for.

    “That dinosaur was easy. I think it’s time to move on….
    Ooooh look at that cute bunny. I must have traveled to a weaker are- AAHHH!! MY SPLEEN!!”


    • Kyono

      Final Fantasy II, Everyone!

      • Seth

        That’s probably the most well-known offender, but have you ever played Final Fantasy Legends II? The map’s not so open, but the game balance is so off that this happens every single time you enter a new area, even if you are going in the right direction.

  • Sensei Le Roof

    True. Inexplicable in some cases, but true.

  • yue

    inn keeper gotta eat.

  • TheyCallMeTomu

    Well think about it. How many towns have more than one weapon shop or inn that provide the same services? These are places with Market Power! They can charge whatever the hell they want, and you’ll pay for it.

    Not like they have to charge those prices to everyone ELSE living in the town.

  • Triaxx2

    Just the economics of the adventurer service industry. The early towns probably see dozens of adventurers eager to spend their money after spending hours brutally murdering squirrels. (Or murdering, skinning then tanning the hides, and finally when all is said and done selling the hides for a few pieces of gold then going out to repeat the process.) Since the fighting is easy, lots of adventurers can do it, so they do, and prices drop because they can afford to charge less.

    Towards the end after you’ve carved a path through monsters that would eat those rookies from earlier by the dozen, you’re bringing rare items, and you can afford it. But because only a few adventurers manage to get that far, the prices are steep to make back the cost of the weapons.

    A hundred adventurers a day, versus one every year or so makes for quite the difference.

  • Rererak

    Some games don’t abide by this rule, having purposely overpriced items because you would have to come back to the town later. I think the greatest offender ofthis rule is Star Ocean: Till the end of time, the castle town that Nel is NOT from. But it’s been a long time so I’d have to recheck.

    On another note: Purposefully went the wrong way in Tales of Symphonia once, apparently screwed up the game by missing a semi-side quest