10 Outdated Video Game Design Tropes That Must Die In 2017

7. Badly Designed In-Game Currency

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Ubisoft

Many games, particularly RPGs, use some sort of currency for buying items and upgrading stats/weapons. More complex games use multiple types of currency that can only be used for certain things, meaning you can’t just focus on one to collect if you want to fully appreciate the game.

However, many games that use multiple currencies don’t fully think them through, which can often lead to players having loads of one currency but barely any of the other.

In Homefront: The Revolution, you collect both dollars and resistance points. The dollars let you buy weapons and consumables, while the resistance points let you get special upgrades to your throwable weapons.

The only way to get the points is to do side missions, but having completed not even all of them and bought every single thing possible with the points, I had around 100 points left over. They can’t be exchanged for dollars or used for anything else, so those points become completely useless after a certain point in the game.

Having multiple currencies can improve the gameplay by making the player work for certain upgrades and giving them a way to separate character building from general gameplay, but developers need to make sure they balance the amounts of each currency you get.

Contributor
Contributor

Been gaming since the Megadrive. Loves Batman, Futurama and Blackburn Rovers. Mild obsession with collecting steelbooks.