- Dec 13, 2018
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The colours would seem differentiate the allocation of money, sure, but it still doesn't really make the issue of its true value any more clear.It's the color code that makes the difference
$ mansion money
$ pocket money
$ dead mother bucks
Exactly. The 3 different money systems are matters of convenience for the forced plot elements and mini-games rather than being more logicial and reflecting a realistic value.Considering DPC's trend to design convoluted and far-fetched plots, having 3 different money systems instead of a simple, ordinary currency just seems right to me.
Edit.- pretty convenient too if you have to introduce yet another money-related plot twist or if your writting puts you in a corner. Easy way out
A currency system in a game should be uniform, especially in its assigned value, and there certainly shouldn't be 3 types of varying value. They shouldn't have separate worths such that $5000 is considered to be actually $5000 and $65 is considered to be far more when you consider what it is paying for. Even if the currency value is way under what it would it be in this world such that one of the MC's $ is the equivalent of around $10 in the real world, then this should make the $5000 he receives make him feel rich, but his reaction is very staid and not what you'd expect from someone who just gained an insane amount of money.