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Old 09-13-2008, 09:26 AM   #9 (permalink)
boo boo
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97: The cons of in game currency

You know what I'm talking about. Specifically the Zelda games. Now in the first Zelda game, rupees actually DID have value, they were hard to get, only two variations of them exist in that game, the red ones were worth one rupee and the blue ones were worth 5, you can only carry up to 250 rupees at a time but because they were scarce and items were more expensive than in later games they felt more valuable, and you earned them because you mostly only got them after defeating enemies.

But with Link To The Past that all changed, there were now 3 variations of rupees, green ones that are worth 1, blue ones that are worth 5 and red ones that are worth 20, this has been the standard for the series ever since. With purple ones (50), orange ones (100), silver ones (200) and gold ones (500) being added in later games. The problem is, now rupees are f*cking everywhere, all you gotta do is cut some blades of grass and break some jars and voila, instant rupees. So now rupees are way too easy to get, it dosen't take long to make it to your limit, which can be increased when you get bigger wallets, the final limit always tends to be 999. And no it dosen't take long to get that many.

So imagine the fustration of getting a silver f*cking rupee, worth 200 damn rupees, but oh wait, your wallet is full, but oh well, you'll never see that rupee again. Even worse when you haven't gotten the biggest wallet yet, because that means that rupee WOULD have been valuable to you if you had it. Moments like that really piss me off.

For one they need to increase the amount of rupees you can have (Phantom Hourglass did, you can get up to 9, 999) and more importantly make them more of a rarity. I mean c'mon, why are there so many damn rupees lying on the grass and stored in jars? Money isn't that damn easy to find in real life. It needs to be earned and therefore valuable.
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