Money in videogames-- Where does it come from?

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Since the advent of cash-concerned games like River City Ransom, or even coin-curious carts like Super Mario Bros, we've been taking it as a matter of course that the baddies we kill in our games subsequently void their pockets of the money they might have at the time, freeing us to nab it, be it hard currency, gold coins, rings, or something less tangible, to put toward power-ups, free men, and similar sundries. But few of us stop to think where this money must come from. With what skills did all those green slimes in Dragon Warrior earn the wages that fill their ectoplasmic pockets? Who put all that good money in the shrubs and flowerbeds in the Zelda games? Why conceal valuable gold coins in easily-spotted blocks in the Mario games for anyone with knees to retrieve? Where did those frogs in the basement in Symphony of the Night all get $20? This thread will seriously investigate the payrolls of videogame baddies--how they got the money, why they got the money, and who's to blame.

antexit (antexit), Thursday, 17 November 2005 08:06 (twenty years ago)

Zelda might be a bad example -- in Wind Waker, at least, they have that great part where they bald-facedly "explain" that and other odd things. As I recall, the weeds are known to grow quickly, and people are notorious for losing things in them. It might even be "lovers wandering at night" losing the change in their pockets, or something as over-the-top as that.

Anyway, the phenomenon is obviously older than that -- how did all those D&D monsters end up with so much copper?


Casuistry (Chris P), Thursday, 17 November 2005 09:29 (twenty years ago)

Where do slimes shop?

Jdubz (ex machina), Thursday, 17 November 2005 14:51 (twenty years ago)

Where do items boxes/treasure chests come from for that matter? Are why are you, the primary character, the only person in the world who thinks to pick that shit up?

Laura H. (laurah), Thursday, 17 November 2005 15:28 (twenty years ago)

Monsters like coins and jewels because they are shiny.

elmo (allocryptic), Thursday, 17 November 2005 16:27 (twenty years ago)

I like to think of it as some form of unemployment services for monsters. They can't get office jobs, you know, so they head out to the dole lines.

"Oh, you's a flying severed Medusa head? How's that going? Here's your five coins for the week."

kingfish hobo juckie (kingfish 2.0), Thursday, 17 November 2005 16:32 (twenty years ago)

Your search - fresh slime gear - did not match any documents.

Jordan (Jordan), Thursday, 17 November 2005 16:34 (twenty years ago)

there's a couple RPGs that've had a point of having some empty/open chests in dungeons just so you know other people have done this before, i think.

tom west (thomp), Thursday, 17 November 2005 16:56 (twenty years ago)

Corrupt charities, day labor jobs, and spoils of crimes against people like you but less well equipped. What do you think they do with YOUR money when YOU die? Eh?

TOMBOT, Thursday, 17 November 2005 17:37 (twenty years ago)

I hadn't considered the UN Oil-For-Food program as monster funding scheme, but I would be lying if I said i wasn't considering it now.

kingfish hobo juckie (kingfish 2.0), Thursday, 17 November 2005 17:44 (twenty years ago)

Oh wait, I now retract that statement for its possible current political reading, on an attempt to stave off any "SADDAM LOL!!1" inferences.

Carry on.

kingfish hobo juckie (kingfish 2.0), Thursday, 17 November 2005 17:57 (twenty years ago)

there's a couple RPGs that've had a point of having some empty/open chests in dungeons just so you know other people have done this before, i think.

All right, but where are the chests coming from? Why is the treasure scattered throughout many points in various locations rather than massed in a secure central area? And why were they left in plain sight?

And for that matter, who supplies Mario's mushrooms and flowers and stars? Are they harvested or manufactured? Why are they given freely when their spectacular effects would likely demand a high market value? Who installs them in dangerous and precarious locations? And if these mysterious benefactors are trying to help Mario and they're already able to get into Bowser's Castle and stick item boxes everywhere, why don't they just plant a bomb a blow the whole fucking place up?

I WANT ANSWERS PEOPLE

Laura H. (laurah), Thursday, 17 November 2005 18:23 (twenty years ago)

it seems pretty obvious to me that most levels in video games are actually workplaces for baddies--why else would they call their supervisors "bosses"?

frogs, slimes, turtles, koopa troopas--they're working stiffs like you and me. so show some respect.

s1ocki (slutsky), Thursday, 17 November 2005 18:24 (twenty years ago)

mario's items come from bowser having turned the inhabitants of the mushroom kingdom into the blocks. this is mentioned in the smb1 manual: http://www.videogameconnection.com/New%20Systems/NES/Manuals/super_mario_bros.htm

älänbänänä (alanbanana), Thursday, 17 November 2005 18:37 (twenty years ago)

B-b-b-but aren't we welcomed as liberators freeing them their tyrannical overseers? Or are we just destroying their infrastructure and stealing all of their natural resources? xpost

Laura H. (laurah), Thursday, 17 November 2005 18:44 (twenty years ago)

STOP TRYING TO RUIN GAMING, LAURA

Jordan (Jordan), Thursday, 17 November 2005 19:13 (twenty years ago)

:(

I think invented backstory can only enrich the gaming experience. Personally I'm adopting Slocki's boss theory.

Laura H. (laurah), Thursday, 17 November 2005 19:28 (twenty years ago)

three months pass...
http://content.yieldmanager.com/4250/57158/139824494043ed0330f30b2.gif

s1ocki (slutsky), Monday, 20 February 2006 20:25 (twenty years ago)

(a) "Bosses" delegate protection duties to less-fearsome underlings, who are then paid in direct proportion to their fearsomeness. This "workplace" theory is supported by the fact that enemies do not appear to fight one another, and often even cooperate in their attacks on you.

(b) Local villagers have put mystical reward money on the heads of local monsters. Upon killing any such enemy, the bounty price is magically transferred into the character's purse or general area.

(c) Monsters are not actually monsters, but rather magical enchantments created using objects. When the moster is defeated, the enchantment is broken. Hence the countless games in which the monster can be observed to actually vanish, replaced by a valuable object, such as a coin, bundle of arrows, or life-giving heart. The objects are valuable in direct proportion to the fearsomeness of the monster, which would explain why valuable objects are used -- to create more fearsome monsters.

(d) Slimes (and other such non-humanoid creatures) should have no use for money. But consider what happens when a slime drips around through a booty-strewn dungeon all day. Coins are picked up within its sliminess. Other non-humanoid creatures may pick up money for other reasons, such as the fact that it is shiny.

(e) The "money" may actually represent the total monetary value of all findings on the dead creature. For instance, if you kill a saber-toothed tiger, the money you receive does not represent money found in the tiger's possession. It represents the money you would receive by selling the tiger's teeth, pelt, and penis to jewelers, furriers, and medicine men. The game abstracts this process for you to save time.

nabisco (nabisco), Monday, 20 February 2006 21:27 (twenty years ago)

i'm still a firm believer in a) although b) through e) are pretty awesome

s1ocki (slutsky), Monday, 20 February 2006 21:42 (twenty years ago)

It doesn't abstract the time it takes to skin, depenis, etc. the tiger, though.

Casuistry (Chris P), Monday, 20 February 2006 22:17 (twenty years ago)

It is the metaphor of post-Industrial Revolution materialism -- i.e. exploitation of natural resources in the name of capitalism -- made concrete, though ironically in a virtual world. The metaphysics of it all!

c(''c) (Leee), Monday, 20 February 2006 22:33 (twenty years ago)

e) is basically what happens in WoW, if you don't have pockets you don't drop money.

Andrew Farrell (afarrell), Tuesday, 21 February 2006 13:36 (twenty years ago)


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