We Buy Anything: Difference between revisions

m
clean up
m (update links)
m (clean up)
Line 25:
** Those exist; it's called [[Vanity Publishing]].
 
== [[MMORPG|MMORPGs]]s ==
* One must feel sorry for the vendors closest to the auction houses in ''[[World of Warcraft]]''. Nobody ever buys anything from them, they're just used as dumps for whatever vendor trash an adventurer happens to have, and a repair station for gear the characters wear or are about to sell.
** Many players (And at least one webcomic) have joked that the money vendors get from repairing gear would allow them to buy a country.
Line 50:
*** Kill enough of specific enemy types and the game actually gives you answers to that.
* ''[[My World, My Way]]'' does this, although you can pick up the items again from <s>the same</s> [[Paper-Thin Disguise|different]] merchants in other towns after you've sold them.
* Aside from [[We Sell Everything|selling every kind of weapon or armor the characters need]], Officer Kurosawa from ''[[Persona 3]]'' can ''buy'' anything they come across --particularlyacross—particularly, the inexplicable equipment that appears in the inexplicable treasure chests that generate within the inexplicable, otherdimensional [[Evil Tower of Ominousness]] that appears out of thin air in place of the local high school.
** The same happens with the owner of Daidara Metalworks in ''[[Persona 4]]'' who takes Kurosawa's place as the game's primary equipment vendor, and will also purchase anything - and indeed needs to be sold all the [[Vendor Trash]] you scavenge off of Shadows, because these new materials expand his inventory.
** In ''[[Persona 2]]'', any shop will buy whatever you have on hand, though they only sell specific things; stuff you sell off is consigned to oblivion.
* Justified in ''[[Shin Megami Tensei]]: [[Strange Journey]]''. Instead of a store, your [[Base on Wheels|home base]] is outfitted with a manufacturing lab, which uses raw materials ("Forma") and energy units ("Macca," the currency of the demon world) [[We Sell Everything|to produce equipment and consumables]]. So, if you have unneeded items in your inventory, you can take them back to the lab to be disposed of. While the materials are lost, you can salvage some Macca in return --inreturn—in effect, "selling" the items at a loss.
* In ''[[Recettear]]'', you ARE the person who buys everything. You also [[We Sell Everything|Sell it back to the community for profit]].
* In ''[[Exit Fate]]'', all shopkeepers will buy anything you sell them except ''any'' spells, even if they themselves sell spells. Possibly justified by how spells work and interact with their users.
Line 65:
* In ''[[The Sims Medieval]]'', you can sell most of the things you gather, even byproducts that seem worthless. You can sell ''pond scum''.
 
=== Non-video game examples: ===
 
== [[Live Action TV]] ==
Line 89:
** Anything you sell to a merchant can be bought immediately back for the exact same amount of money they bought it for.
* Ditto in ''[http://www.runesofmagic.com Runes Of Magic]''.
* ''[[Achaea]]'' has almost no [[Vendor Trash]], and the only opportunities to sell items come during quests or when trading with other players. Quest [[NPC|NPCs]]s are only interested in the particular item they asked you for in the first place, but do seem to have infinite gold.
* In the MMORPG ''[[Fly FF]]'', while shops will buy most of the stuff you pick up, there's quite a bit of [[Vendor Trash]] - certificates, maps and letters for example - that they won't touch. Wandering sellers don't buy anything from you. Shows they're not complete idiots.
* Although merchants in ''[[Guild Wars]]'' will buy pretty much anything, most of them pay only a trifle unless you bring them something of the type they specialize in, in which case they pay market value, based on the supply and demand of other players buying and selling the same item. (The items still cost more if you're buying than if you're selling, though.)
Line 106:
* The slightly obscure (and fantastic) steampunk fantasy RPG ''[[Arcanum: Of Steamworks and Magick Obscura]]'' has nearly all of the shops specialize, only buying or selling certain items (with the exception of the junk dealers, who exist in-game for the sole purpose of buying everything). Tailors will only buy or sell clothing, a gunsmith will only buy guns, a blacksmith will only buy weapons, armor, and the stuff required to make them, etc.
** Unless you have training in haggle, then it is a proper example.
* ''[[The Elder Scrolls]] 3: [[Morrowind]]'' completely avoids this trope. Characters have limited and finite amounts of gold on them, after which they will not be able to purchase anything until the player purchases items from them or time passes. Likewise, they will largely refuse to purchase items that are too different from their normal wares -- awares—a fine clothing store won't buy armor, a jewelry shop has no use for weapons or magic scrolls, and most merchants won't touch any of your goods if you're carrying the potent drugs skooma or moon sugar. There are two exclusions, however, in a talking mudcrab and a talking scamp, both of whom will purchase nearly everything and have ''vast'' supplies of currency.
** Their supplies of currency are not particularly vast, which becomes evident once one tries to sell them artefacts. These things tend to cost a few times over their monthly allowance. It is still possible to sell them artefacts with the help of bartering, but that might be considered a puzzle of itself.
** And also, though the mudcrab has more money, it is also out in the middle of nowhere which makes it much less practical. Meaning that most players use the scamp, which has half the mudcrab's amount of money, which means selling anything you get at higher levels takes several in-game days and a very good knowledge of math. This begins to get absurd once you start trying to sell stuff worth over 100,000 gold to a scamp which only has 5000 gold and all the junk you sold to it before.
Line 137:
** Both ''[[Icewind Dale]]'' games also had an amusing "supply and demand" mechanic : if you kept selling the same kind of item to a vendor over and over, the buying price would go down. Meaning eventually, merchants could offer you less gold for the ubiquitous +1 Longsword then for a regular Longsword. Equally amusing, the prices would only go down after a completed trade, so hogging hundreds of +1 Longswords in a Bag of Holding and selling them in bulk was much, much more profitable than selling them one by one. Oh, and of course, even if you drove one merchant's prices down to ridiculous levels, the merchant 5 feet away would still be more than happy to offer you the full price.
* In ''[[Crystalis]]'', you can only sell your items in specially-marked pawn shops that will take any unwanted armor or items off your hands.
* Quasi-inverted in ''Great Greed'' for the [[Game Boy]], a JRPG with an environmental slant, where shops ''recycle'' (it's still [[Lost Forever]]) your equipment and any of the useless flavor items (like that [[Pimped-Out Dress|fancy dress]]). This is also the '''''only''''' way for you to get rid of any [[Stuck Items|TRASH]] you picked up in a [[Inexplicable Treasure Chests|random chest]], and thus free up your very limited inventory for something useful. All you have to do is pay a sizable fee. (Since you don't have a portable [[Bag of Holding|garbage dimension]], you cannot leave Trash alongside a road -- unlikeroad—unlike your heal potion or dentures. It also comes off as ''[[Greed|the stores are penalizing you for recycling]]''.)
* Slight aversion in ''[[Tales of Phantasia]]''. There are a set of items known as trading items which you find scattered around the world; each town will pay a different price for them, and the trick is to know which items to sell where.
* In ''[[Geneforge]] 1'' and ''2'', each vendor only has a certain amount of gold. This will go up when you buy things from them, and go down whenever you sell something to them. It is possible for every vendor in the game to run out of money, making it impossible for you to sell anything (of course, that means you have all the money, so you don't really ''need'' to sell anything). The gold limitation disappears in later games.
Line 150:
* In ''[[Animal Crossing]]: Wild World'', Mabel will buy shirts, hats, masks, and umbrellas, because that's what she sells. On the other hand, Tom Nook, who runs the general store next door, will buy shirts, hats, masks, and umbrellas, and nearly everything else. He'll even accept ''valueless items'' which would normally have to be disposed of in the Town Hall's recycling dumpster: In fact, if you attempt to sell him ''nothing but'' worthless items, he'll rather ecstatically comment that the disposal of such items is yet another of his many services. (The more attentive player has to think, ''"Why is he still willingly buying millions of dollars worth of peaches?"'')
** Money laundering, of course. Everyone knows that Tom Nook is the Nookfather.
* In the ''[[Railroad Tycoon]]'' games, stations will only buy commodities if a local industry needs them. Only a station with a bakery will buy grain, and so on. Also, stations must reach a minimum population size before they will buy passengers, mail, and other goods. (At normal difficulty levels. Easier levels enabled [[We Buy Anything]] mode.)
* In ''[[Sid Meier's Pirates!]]'', each town you visit has a limited amount of gold that it can pay for items with (and limited supplies to sell). However, leaving the town and immediately turning your ship around lets them restock their cash reserves and supplies.
** While keeping in mind that a [[Time Keeps On Slipping|week of game time passes]] whenever the player stops at a town.
10,856

edits