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Merchant Money Cap

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Basic Trope: Game merchants have a limited amount of funds to purchase goods from the player.

  • Straight: In Tales of Troperia XIII, merchants have a maximum of 500 gold which resets at the start of each in-game day.
  • Exaggerated: Merchants only have 10 gold available.
  • Downplayed:
    • Merchants will issue credit slips for your goods worth more than their their 500 gold maximum. You can bring the credit slips back once they reset to exchange for more gold.
    • Merchants have a cap, but it is so high that you can sell items all game long and never reach it.
  • Justified: The game prides itself on being extremely realistic. In real life, merchants have a limited amount of hard currency on-hand with which to buy your goods.
  • Inverted: There is no cap on how much you can sell to a merchant, but due to limited stocks caused Emperor Evulz's invasion, they only allow you to buy so many items from them.
  • Subverted: Merchants have a maximum of 500... per transaction. You can sell items up to the maximum, leave the transaction screen, and then re-enter to get a fresh 500 gold.
  • Double Subverted: ...but each time you do this, it will be one day longer before that merchant resets, which includes their restocking items, many of which are critical like Healing Potions, Mana Potions, and arrows.
  • Averted: All merchants have unlimited gold available to purchase your items.
  • Defied: Lord Aurum of the Merchant City commands that his merchants always have enough gold on-hand to buy whatever people try to sell them, meaning the merchants in the city lack the cap.
  • Zig-Zagged: Merchants at the start of the game have a maximum of 500 gold, but there are so many Cap Raiser options (investing money in their store, certain Perks, completing Sidequests for them, advancing in the main quest to reduce the impact of the Emperor Evulz's invasion, etc.) that the maximum can get so high that it may as well not even exist.
  • Lampshaded: After arriving at the first merchant in the game and being unable to sell him all of your loot from the Noob Cave, Quirby comments, "You'd think this guy would keep more gold on hand to buy our stuff!"
  • Discussed: You can overhear two bandits talking about how one of them tried to sell their last haul of loot but the merchant didn't have enough gold to buy it all. The second comments how he "hates when that happens".
  • Conversed:
    Hiro: I tried to sell the Infinity Blade to the village merchant, but he said he didn't have enough gold.
    Quirby: Ugh, that's super annoying! It's almost like he has a "cap" on what he's willing to pay...
  • Invoked: Emperor Evulz, who has taken over the kingdom, sets a limit on how much merchants throughout the land can pay trying to prevent the player party from getting through a Cash Gate.
  • Exploited: An unscrupulous merchant claims to have such a limit, knowing that impatient adventurers will sell him valuable loot for less than it's worth just to get it off their hands.
  • Played for Laughs: After getting a valuable treasure from a dangerous dungeon so the party can sell it and get through a Cash Gate, they triumphantly carry it in a shop... only for the merchant to be unable to pay its full worth.
  • Deconstructed: The merchants having a maximum is a take on video game economies in general, showing how implausible most are while showing the economic impact of things like an invasion and saturating the market with legendary treasures...
  • Reconstructed: ...but the player's actions can fix the game world's economy, keeping it realistic while imparting lessons about economics.

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