First off, I didn’t play the previous games with economy mods so I don’t know how those work or if they worked at all. I’d like us to discuss about how we want vanilla Skyrim’s economy to be.
Second, although it’s natural pointing at Oblivion’s economy for comparison, since it is the latest installment in the series, I’d like us to take into consideration all the games out there that have a built in economic system. I’m always of the opinion that developers should not hesitate to copy the good parts of other games. So if you know other games that did economy better than TES, share the ideas please for those who didn’t play them.
Last but not least, I can see people who don’t care too much about the economic balance after all, we have enough to struggle with economic issues in real life, why would we bother in a swords and magic game too. To those I’ll point out some gameplay advantages of a coherent economic system that would benefit all, not just the greedy wealth freaks.
Here are some features that I consider making the whole economy better:
1. Increased difficulty in accessing the resources
Supposing we start as a released prisoner again, I would like a little bit of a tough time at the beginning. No friends, no gold, poor clothes, I would find it natural that nobody gives a damn about you. Yes, you will be able to hunt, to steal, to learn and practice professions, but the curve of converting your work into wealth should be a little more difficult. As a newcomer, people may be cautious when doing business with you. Some of the traders won’t even let you enter their shops until you can be trusted. To learn a money-making profession, you’ll first have to persuade a cook/blacksmith/whatever to take you as apprentice (Gothic 2, brilliant). I know for a fact I wouldn’t let a prisoner wander around my shop. You gotta earn some local trust first, alongside personal trust that may be obtained via quests. Furthermore, the prices that you will get for the stuff you sell will be considerably lower at the beginning of your career. Most of the traders tend to speculate someone's weakness dont they.
Now why would I want that kind of difficulty, am I a masochist or what. Well, for the sake of progression and reward. Being weak at start means you’ll feel more accomplished when you get rich. It’s the exact same thing with combat. The weaker you are as a rookie, the more pleasure you’ll take later kicking the butts of the enemies that were once too strong. I don’t know, maybe it was all about the capital of the flourishing empire and its surroundings being richer, but I felt it was way way too easy to get good armor and loads of money fast in Oblivion. Combined with the endless money merchants had, this made money trivial, which is not good for role playing.
2. Banks
The word says it all. They lend you money. You have to pay back. With interest. Saw a shiny in the armor shop that you want badly and can’t afford? Try the bank. Gameplay advantages? You can’t/don’t want to pay? The law will come after you. You get arrested, your goods are confiscated, even your houses if you borrowed big. I’d also like an alternative underground lending system. Shady lenders. They don’t send the guards if you don’t pay. They send thugs. Many of them, repeatedly. At some point you’ll prefer to pay or kill the lender rather than being ambushed everywhere you go. Or perhaps you'll like being chased because you're dependent on adrenaline and you think that life within cities is too peaceful. Killing the lender will be hard because, you know, shady lenders are usually heavily guarded. As any respectable lender, he won’t have you killed on sight when you enter his hideout. Perhaps you came to pay. And if you want to pay, you pay. Everything is reversible according to what you decide. Endless possibilities. If you screw the same lender more times he may not want to have you as client any more.
3. Real time transport
Hell yeah! Those roads must be full of carts and caravans. The more wealth they transport, the more guards they’ll have. You can choose to rob them and let them live, because the “guards” are not suicidal fanatics, they are just mercenaries that have been paid to escort the trader from x to y. They will flee for their lives if you defeat them, so a successful assault will let you and the trader alone in the end. They may willingly give you their possessions to let them go. There are two important matters here:
- the merchandise must be there! Not just a cart that seems full of merchandise. The cart should be an object with inventory that you can open like any other body. And yes, the objects will be there available to take, loads of them! Some very precious, some common, depending on the trader’s wealth. Will you be able to loot everything? In theory, yes, but limited to your carrying space! You’re limited to what you and your horse (and your cart?) can carry. If you can't carry all and come back later for the rest, you may find nothing left, because many people passed by meanwhile.
- how can the game be balanced so as not to exploit these assaults and get rich very fast? Now comes the good part: the greedier you are, the more risk you assume and the chance to trigger some events will reflect that risk. There may be a matter of time until someone alerts the guards about the robbery. Perhaps one of the fleeing caravan members. Or a neutral witness. Gameplay advantages? You’ll have to premeditate on how, where and when you do the ambush. Some places are darker than others, some roads are less patrolled than others, etc. You’ll spend time observing. So, if you are greedy and fill all your bags/horse/cart, the game knows it and might have some kind of trick to make things difficult for you: a wheel of your cart may break because of the weight, or a patrolling guard may be suspicious and want to check your stuff, or may be your turn to be a a victim of a band of robbers etc. The more you are a “reasonable” burglar and only take a fraction of the loot, the more chances you have to escape with it all. Sometimes you may have the surprise that the caravan’s guards are way stronger than you expected, so many of the attempts will end in fleeing or being arrested. Talk about diversity and gameplay choices and consequences. Time will play an important part in this too, because the better your timing is, or the better you can fight, the faster will be the assault. If it takes too long there is a good chance that a patrol will be passing by and this is bad. Add the possibility to hire thugs to help you in the process.
No time to develop, but there are more aspects that deserve attention:
- traders have limited money, some days must pass until they fill the purse again
- town traders will travel to buy the merchandise, so you can follow them and ambush them on the road, or wait and spy on them until they’re gone out of town and then break into their shops and warehouses (this go hand in hand with the announced heritage system)
- organic world that reacts to your decisions: if you want a trader gone on road, you may buy all his wares. The stock does not refill by magic, he’ll have to actually leave and buy some. You can manipulate the market for a specific product. If apples are scarce in a town and you buy the entire stock, the price will go up.
- all the traders buy all the stolen stuff. They can’t possibly know it’s stolen unless they may recognize the items you stole from themselves.
- each trader will react to theft in a natural and convincing way. Ok, you broke into his shop and you stole everything. There is a chance he goes broke. There is a chance he can recover, but from that point on, he’ll always be more cautious. He will become jumpy. He will change the locks. He may hire a night watch. Sometimes you can have the surprise that the trader himself is awake and armed, waiting for the thief to strike again. This is the kind of rare, unexpected encounter that I'd die for. Thieving in Oblivion was not as rewarding as it should due to lack of reaction even for serious business damage
- there should be some extremely expensive properties in the game. Some people like to play for hundreds of hours, and money become useless at some point. Castles, farms, workshops, ships, there should always be a “next thing to buy” available for insane prices
- open air markets, vocal advertising
- traders guild where you do quests and gain reputation
Discuss, please. Before posting the usual "I'd rather they focus on X", please note that this is a discussion for discussion sake about what we consider the ideal economy, not something we necessarily expect to be in Skyrim