21 February 2013

NPC Pricing - Prices not based on Player's Behavior



   In this part of NPC Pricing series, I'll list some variables not based on player behavior and write a few examples of their application and their respective Advantages and Disadvantages:



If you haven't read the previous articles in NPC Pricing series, give them a try:
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Static Prices:
  • Definition: Prices don’t variate – common in most RPGs
  • Example 1: About any regular NPC shop
  • How it's interpreted: 
    • Player's Perspective: 
      • "I need X gold to buy Y. Let me think where i can get Y Gold"
    • Game Designer's Perspective: 
      • "I set price Y because that’s what a players get by doing kiling Z monster and that should take W minutes"
  • Advantages:
    • No need for an algorithm
  • Flaws:
    • Any new areas with higher  gold earning rates might make static prices too low (outdated)
Price as a function of Time:
  • Definition: Price variate (usually decrease) after some time period
    • Example 1: Price of Good X drops 1% per day
    • Algorithm Price = (price) *(factor)^(number of day passed)
      • Factor = a number close to 1 (0,99 in the example)
      • Number of day passed = a number, fractions also work
  • How it's interpreted:
    • Player perspective: 
      • "Older goods are cheaper"
      • "Maybe I’ll wait some time before buying X"
    • Game Designer's Perspective: 
      • "Since prices will decrease over time, I have a justification to set very high initial prices"
      • “Maybe I can combine this function as a price decrease factor with another function for price increase”
  • Advantages:
    • This function is great to release new good with very expensive prices
  • Flaws:
    • This kind of function is usually only suitable for price decrease
    • Player with different playing habits will experience the price ina very different way
Random Price fluctuation:
  • Definition: Price variate randomly (either up or down) after an event
    • Example 1: After each week (event) prices may go up 5% or down 4,77%
    • Algorithm Price = (Previous value) *(Factor)^(Flag) 
      • Factor in this case should a number close to 1 (1,05)
      • Flag is a variable that is either 1 (price increase) or -1 (price decrease
    • Example 2: Like above but with different chance for price going up or down (let’s say 66% chance of going up and 33% for going down)
  • How it's interpreted:
    • Player perspective: 
      • "Prices are changing, there might be a pattern”
      • "I should spend my Gold right away so i won’t have to pay higher prices tomorrow”
    • Game Designer's Perspective: 
      • "With what seems to be a random fluctuation I can hide a slightly increase of price over time"
  • Advantages:
    • This function can hide a price increase tendency
    • Since the price fluctuates, some players might spend their gold to avoid having to pay higher gold amounts in the future (effectively gold sinking)
  • Flaws:
    • A random variation might end up with decreased prices
    • It might be pointless to have no tendency in the random fluctuation
Arbitrary Price change:
  • Definition: Prices are changed by the game designers
    • Example 1: Designers release an expansion and increase all prices on consumables because new areas have higher gold rewarding rates
    • Example 2: In order to burn gold, designers increase all prices because players seem not reggard gold as a valid reward
    • Example 3: since good X isn’t sold very much, designers decide to decrease it’s price
  • How it's interpreted:
    • Player perspective: 
      • "Prices have been changed, I wonder if the reason is fair”
      • “This increase in prices is unfair! I don’t farm as much as these other players”
      • “This decrease in prices is unfair, I just spent a lot of gold in the shop with older prices”
    • Game Designer's Perspective: 
      • "I have a good reason to change prices"
  • Advantages:
    • Work for any reason
  • Flaws:
    • Player might not like any arbitrary price change in either direction
Character Skill function:
  • Definition: Prices are decreased with higher “Barter” skill
    • Example 1: A character with maximum “Barter Skill” pays 33% less for each bought good and sell them for 25% more gold
  • How it's interpreted:
    • Player perspective: 
      • "I should create a character with barter skill to get more gold”
      • “It’s so silly to have to level up the Barter skill”
      • “I love my character with barter skill”
    • Game Designer's Perspective: 
      • "If players don’t make a character with barter skill they will have less gold"
      • “Overall players will earn less gold because not all of them have barter skill”
  • Advantages:
    • Can justify lower gold earning rates for players without barter skill
  • Flaws:
    • Make selling and buying a chore (log in the character with barter)
    • Players have to waste playing time or potential character power to increase Barter skill
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