I was wondering if there is a reason for there not being a game that uses the word money is our mainstream games they use gil gold and even muney.
Firaxis actually talked about why they used "credits" instead of "dollars" in XCOM once. Something about the numbers having to be inflated to make the dollar system believable, so it was easier to use credits, I think.
Also, like @Gaff said, fictional styles of currency are easier to spend.
And saying " I have 50 money" is really dumb.
Kingdom Hearts does it.
But at least they contextualise it by calling it munny, and its a universe that can't really have a consistent currency that makes sense (or maybe it can, Kingdom Hearts bored me to tears after an hour when I tried played it so I don't really know that much about it). Calling the currency money would not really add to most games, it would detract to games like Fallout and Rome:Total War.
I would believe for thematic reasons, plus I think often the currency in games does not necessarily scale well to real currency in many situations, and so they have to disassociate it from real currency.
Something that is 1,000 units in a game currency may not be equivalent to $1,000. I'd consider $1,000 a hefty price to spend in real life...but perhaps in the game 1,000 units is how much you make easily under a minute. The user needs to be able to instantly associate the amount with how much its worth within game (often by comparing it to how much money they have or earn per mission/battle/etc.)...so by creating that disassociation, the user will be able to understand something's worth within a game much more easily, and associating it with a real world currency might confuse them for the item's worth...or at least that's how I'd see it. Designers have more control and flexibility over a fictional currency, and in how they present it to the player. You'd have to be careful how you price things with a real currency (since a player might think "what a rip off!" for a simple health potion worth $1,000, even if that's not a whole lot of money within the context of the game).
I remember an interview where they developers of XCOM deliberately switched over to "credits" from real money amounts (which X-COM used) for the sheer sense of scale.
Plus, it's a lot easier to spend "Microsoft space bucks" than it is to spend an actual amount of money. I mean, I have trouble spending 5 bucks when it's on sale. It costs me 5 dollars for a fucking sandwich, but I still can't get over that mental block.
"To purchase this "interrogation" for this type of alien you must pay $10.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.000.001. Then you need to add the cost of every scientist and overtime and also make sure that there's enough food in the fridge and make sure the council is happy!"
"You want this mask, Link? Ya betta bring me the Banjamins, if ya know what I'm sayin'."
the word money was invented for the game monopoly and thus is copyright of the man that made monopoly which was jesus. so if game maker wanted to use the word money it would cost them lots of money.
I think the sad part is that up till Jesus I was almost ready to believe you.
Using fictional currency removes the need for scale, since we associate real world dollar values to things we might be buying in a game.
As an example, buying a gun for $500, and a car for $1000, they don't really line up with real world costs, though might make sense for game balance.
Use your keyboard!
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