GAME MECHANICS HOARD

BUY/SELL SHOPS

NPC vendors who exchange goods for currency in both directions — the foundational economic interface that converts loot into money and money into upgrades, consumables, and gear.

Stardew Valley routes nearly all income through Pierre's counter and the shipping bin, with the shop calendar (seeds by season, stock rotation) quietly pacing the whole farm year. Skyrim scatters merchants with limited gold pools and specialties, so selling a dungeon haul becomes its own routing errand across town. Designers use shops to give loot a universal floor value (everything is at least sellable), to offer deterministic progression alongside random drops — saving up for a known item is a plan, and plans retain players — and to create economic decision points: spend now on potions or save for the armor. Shops are also pacing valves: what's stocked, when, and at what price is difficulty tuning wearing an apron. Key decisions: buy/sell spread (harsh spreads make selling feel bad but protect the economy), whether vendor gold and inventory are finite and refreshing, and whether prices respond to anything — reputation, haggling skills, supply. Pitfall: shops that go obsolete — once found loot outclasses everything purchasable, gold piles up meaningless, and with it every mechanic that produces gold; late-game money sinks are shop design's real boss fight.

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