# Economy Systems in "Legends of Zelda: Link's Awakening" > [!INFO] Overview > **Teacher**: Mary Ellen Daniels > **Title**: The Legend of Zelda: Link's Awakening (2019) Nintendo > **Genre**: Metroidvania > **Economy type**: Fixed economy ### Intro I chose a game with a trivial economy system to make feasible an exhaustive analysis. Besides, some economy design decisions are unique and clever (see [[DATA_III-ZeldaAwakening_Economy#Sinks|sinks]]) narrative-wise. Below I try to draw a complete picture of economy in "Link's Awakening". ### Game Loop **Story**: The hero sees a dream and tries to wake up **Game Goal**: Link needs to collect 8 musical instruments to awake a godly being (Link's Ego) **Game Loop**: πŸ—οΈ find the key to a dungeon -> πŸ¦‡ find the dungeon -> πŸ›‘οΈ acquire a new ability -> πŸ₯ acquire a musical instrument -> πŸ›‘οΈ access a new location with the new ability -> πŸ—οΈ find a new key -> πŸ¦‡ find a fitting door to the dungeon -> <...> -> 🎻 πŸͺˆ πŸͺ— collect all instruments πŸ₯ 🎷 πŸͺ• -> end the game 🎢 ![[ATTACHMENTS/REFS/ZeldaAwakening/whale.png]] ### Economy A *well balanced economy* complements the game loop and supports ecological interaction between the player and value the player finds in the game. "Link's Awakening" is a challenge-based game ([agonal](https://blog.ihobo.com/2007/08/roger-caillois.html) in R. Caillois terms). The economy facilitates or hinders those challenges. This way it feedbacks the player if their strategy is successful or not. E.g., if the player relies on bow and arrows to heavy (which's easy), the rarity of arrows and backtracking requirement put the player's preference to alternative fighting (unreliable explosives or risky melee). Because it's a *fixed economy*, the player's actions do not affect it. The prices do not change over time, and the only essential obstacle is time (backtracking and grinding). This simple system works there because the game is small and aims to provide a cozy relaxing experience rather than intellectual challenge. #### Resource ##### Currency πŸ’Ž *Rupees* is traditional currency of Zelda games. 🐚 *Secret Seashells* is an alternative currency. There 26 shells hidden over the map. Collecting them gradually awards the player with 4 valuable items. πŸͺ¦ *Time* can be considered another alternative currency because the game heavily relies on backtracking (e.g. the player can travel a quoter of map for a mushroom ingredient and prepare magic powder for free, or the player can pay 50 rupees and get the powder without a mushroom) | Rupees colour --> | Green | Blue | Red | Purple | Silver | Gold | | ----------------- | ----- | ---- | --- | ------ | ------ | ---- | | Denomination --> | 1 | 5 | 20 | 50 | 100 | 300 | ##### Other Resources πŸ”₯ *Magic (flammable) Powder* (40 items in hands is max limit). Bought from a witch (50 diamonds) or made for free from a special mushroom (requires backtracking == pay with your time) πŸ’£ *Bombs* (60 items max). Besides being an offensive weapon, it allows access to secret rooms with more materials and rupees. 🏹 *Arrows* (30 items max). Little integration in puzzles. πŸ’œ *Hearts*. Rarity depends on Link's current health. πŸ’Ÿ *Heart Container*. A collectible that increases the maximum amount of hearts. πŸ«™ *Fairy bottle* (3 items max). A rare item that allows to seal a fairy (🧚) that will heal the player at death ##### Sources 🌿 *Mowing loans*. A type of object destruction, but so sporadic that it deserves to be called a separate mechanic. Becomes easier with a sprinting ability (veritable mowing). Usually gives 1 - 5 rupees for each 5 weeds. πŸͺ¨ *Destroying objects* (generally rocks or vases). 1 - 5 rupees for each 5 objects. πŸ¦‘ *Defeating enemies* (robbing them). Enemies are able to hold diamonds and other valuable items (hearts, arrows). 1 - 5 rupees for a regular enemy. πŸ΄β€β˜ οΈ *Treasure chests* can contain up to 300 rupees. Found in dungeons and over the map (require a puzzle to solve) 🎈 *Dungeon bonus*. Some dungeon rooms have levitating items (but not rupees) that are required for the puzzle in the room. πŸ’¬ *NPC*. At the end of their quest, quest givers usually provide Link with a quest item for the next quest. But infrequently they give items or rupees. 🎰 *Mini-game prizes* (see more at [[DATA_III-ZeldaAwakening_Economy#Sinks|sinks]]) - πŸ—οΈ *Crane* game prize. The player must grab items on stable or moving platforms using a mechanical hand. - 🎣 *Fishing* prize. Fish costs differently depending on its size (and respectful challenge). For rare fish the player's awarded with quest items. - 🌊 *Rafting* prize. Complete the rafting trace within a time limit and get a reward; or collect as much items as you can in a turbulent water maze without a time limit | Resource πŸ‘‰<br>Source πŸ‘‡ | Rupees πŸ’Ž | Magic Powder πŸ”₯ | Bombs πŸ’£ | Arrows 🏹 | Hearts πŸ’œ | Heart Container πŸ’Ÿ | | ------------------------ | ------------ | ----------------------- | ---------------- | --------- | ----------------- | ------------------ | | 🌿 Mowing | βœ… (1 - 5) | 🚫 | 🚫 | 🚫 | βœ… (1) | 🚫 | | πŸͺ¨ Objects | βœ… (1 - 5) | βœ… (1) | βœ… (1) | βœ… (1) | βœ… (1) | 🚫 | | πŸ¦‘ Enemies | βœ… (1 - 5) | 🚫 | βœ… (1) | βœ… (1) | βœ… (1) | βœ… (bosses) | | πŸ΄β€β˜ οΈ Chests | βœ… (20 - 300) | βœ… (10) | βœ… (10) | βœ… (10) | 🚫 | βœ… (1) | | 🎈 Bonus | 🚫 | βœ… (10) | βœ… (10) | βœ… (10) | βœ… (3) | 🚫 | | πŸ’¬ NPC | βœ… (20 - 300) | Witch (10)<br>Town Shop | Town Shop | Town Shop | 🚫 | βœ… (1) | | 🎰 Mini-games | βœ… (10 - 300) | Crane<br>Rafting | Crane<br>Rafting | Rafting | Crane`<br>Rafting | Crane<br>Rafting | **Mowing**![[ATTACHMENTS/REFS/ZeldaAwakening/mowing.png]] #### Trade | Item --> | Magic Powder πŸ”₯ | Bombs πŸ’£ | Arrows 🏹 | Hearts πŸ’œ | Heart<br>Container πŸ’Ÿ | | ------------- | --------------- | -------------- | -------------- | ------------- | --------------------- | | Price --> | 50<br>(for 10) | 10<br>(for 10) | 10<br>(for 10) | 10<br>(for 3) | 200<br>(for 1) | | Who sells --> | The Witch | Town Shop | Town Shop | Town Shop | Town Shop | **Vendor trash** is *figurine collectibles* are optional quest items that the player can win at the crane mini-game. #### Sinks **Overview**: Unlike in some other Zelda games, the avatar doesn't loose rupees on death. But the grinding opportunities are limited (10-30 rupees for a full loan-maw), and items are expensive (950 for a bow). By the second part of the game, more expensive sinks open (rafting mini game costs 100 rupees for each play). **Types**: βš–οΈ *Vendors* (Town Shop and The Witch) sell items at a fixed price. 🎰 *Mini-games*. Gambling principle. The player must pay to play the game -- the investment pays off if they win. | Sink type --> | Trader βš–οΈ | Fishing 🎣 | Crane πŸ—οΈ | Rafting 🌊 | | ------------- | ------------------------------------------------------ | ------------------------------------------------ | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------ | | Fee --> | 0 | 10 | 10 | 100 | | Resource --> | Powder<br>Bombs<br>Arrows<br>Containers<br>Quest items | Rupees<br>(0 - 30)<br>Quest items | Rupees<br>(0 - 50)<br>Powder<br>Bombs<br>Arrows<br>Hearts Containers<br>Quest items | Rupees<br>(0 - 200)<br>Powder<br>Bombs<br>Arrows<br>Hearts Containers<br>Quest items | | Photo<br>--> | ==stolen== | ![[ATTACHMENTS/REFS/ZeldaAwakening/fishing.png]] | ![[ATTACHMENTS/REFS/ZeldaAwakening/crane.png]] | ![[ATTACHMENTS/REFS/ZeldaAwakening/rafting.png]] | ## Reference - The Legend of Zelda: Link's Awakening (2019) Nintendo - Chris Bateman (2006). Caillois' Patterns of Play. [LINK](https://blog.ihobo.com/2007/08/roger-caillois.html)