How To Ask For Directions in an RPG

How To Ask For Directions in an RPG

by Steve Napierski to Articles

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.

Discussion (10)¬

  1. Jnite
    Jnite says:
    February 5, 2013 at 10:20 am #

    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
      Kyono says:
      February 5, 2013 at 11:05 am #

      Final Fantasy II, Everyone!

      • Seth
        Seth says:
        February 5, 2013 at 5:57 pm #

        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.

  2. Sensei Le Roof
    Sensei Le Roof says:
    February 5, 2013 at 2:03 pm #

    True. Inexplicable in some cases, but true.

  3. yue
    yue says:
    February 5, 2013 at 2:34 pm #

    inn keeper gotta eat.

  4. TheyCallMeTomu
    TheyCallMeTomu says:
    February 5, 2013 at 7:37 pm #

    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.

  5. Triaxx2
    Triaxx2 says:
    February 5, 2013 at 9:50 pm #

    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.

  6. Rererak
    Rererak says:
    February 11, 2013 at 7:47 am #

    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

  7. Isaiah B Price
    Isaiah B Price says:
    February 27, 2013 at 1:12 am #

    …this is the only way I'm able to make any headway in Wild Arms…

  8. Micah Wolfe
    Micah Wolfe says:
    March 8, 2013 at 3:03 am #

    WTF dude?