No Bulk Discounts: Difference between revisions

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{{trope}}
In videothe gameshops that are found in video storesgames, it's very easy to buy up a bunch of items (healing potions, arrows, etc.) at one time in a single visit. However, it's even harder to convince shopkeepers to lower their prices when you do purchase bunches of items as opposed to one. This is very often [[Truth in Television]], as apart from certain retail store-specific sales, discounts on multiple items are generally not given.
 
Since this trope is prevalent in video games (''especially'' role-playing games), only exceptions to the rule will be listed below.
 
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{{examples}}
=== Aversions: ===
== [[Tabletop Games]]Aversions ==
=== [[Tabletop Games]] ===
* In the classic ''[[Traveller]]'' supplement Book 4 ''Mercenary'', military items (weapons, ammo, vehicles) could be bought at a discount which depended on how many items you bought, anywhere from 20-60% off.
 
=== [[Video Games]] ===
* ''[[3D Dot Game Heroes]]'' does this with most of its consumable items (arrows, bombs, [[Warp Whistle|Warp Wings]], etc.)
* The original NES version of ''[[Final Fantasy III]]'' allowed you to buy 1, 4, or 10 items at a time, giving you a 10% discount for 4 and a 20% discount for 10.
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* ''[[The Elder Scrolls]] III: Morrowind's'' Merchantile skill was best trained if you bought and sold things one at a time, but buying a lot in bulk usually made the "haggle a few gold from the price" work more smoothly. Haggling like that trained the skill faster, which simulated increased shopping savvy by deflating buying prices and inflating selling prices, but not as much as individual sales. On the other hand, given that the formula governing the Merchantile skill caused prices to rise and sales to drop again at around 50%, bulk shopping was probably the better tactic.
 
=== Inversions:Real Life ===
* Actually happens rarely in certain stores where you can see such deals as $1.99 each or 2 for $4.
** This trope was studied as part of an experiment concerning advertising. In particular, the bulk bundle provided more profits despite being less cost effective.
 
== Inversions ==
* Inverted in ''[[Dwarf Fortress]]''. If you offer to pay more for certain items, the caravans will bring more.
* In ''[[Alternate Reality (video game)|Alternate Reality]]'', attempting to buy one more than one item at a time could result in the shopkeeper cheating you when doing the math.
* Shopkeepers in ''[[Mount & Blade]]'' charge higher prices for items they have fewer of, and items are purchased one at a time, so the more of something you buy, the more each subsequent one costs. (They also pay more for items they have fewer of, so buying an abundant commodity in one town and selling it in another town where it's rare is one of the faster ways to earn money.)
* In ''[[FlimbosFlimbo's Quest]]'' on the C64, the "bulk" version was even dearer: A Scroll costs 400 coins while a Super Scroll which is as good as all the Scrolls for a level costs 2,500. However, no level requires you to collect more than 6 scrolls so it's never going to be cost effective to buy a Super Scroll (as opposed to say, simply buying each Scroll one after the other.
 
== Real Life ==
* Actually happens rarely in certain stores where you can see such deals as $1.99 each or 2 for $4.
** This trope was studied as part of an experiment concerning advertising. In particular, the bulk bundle provided more profits despite being less cost effective.
 
{{reflist}}