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As gaming has and continues to evolve, one of the most subtle yet nefarious changes are the way numbers are handled. There’s a “bigger is better” perception played around numerical capacities and caps, but is there truly a point to it all?

Consider the Legend of Zelda series. The first game capped Link’s rupees at 255. 255 is itself a maximum value under certain programming conditions, which (considering when the game was made) likely lent to the basis of why Link’s wallet capped out here.

Nonetheless, the entire game was carefully built around this value set. Enemies dropped rupees in value of 1 and 5, hidden caches of rupees yielded 10, 30 and in rare instances, 100 rupees. Expensive items often cost around and over a hundred rupees (cleverly, depending on which shop you went to, a device sadly unemployed in most other games), and the most expensive, semi-secret item costing 250 out of Link’s 255. Even the arrows Link fired consumed one rupee each, in lieu having an actual quiver.

The experience was, in short, expertly set.

After the rupeeless detour that was Zelda II, the series returned to form (and to currency) with Link to the Past. Aside from giving Link an actual quiver of arrows (fair enough), his wallet’s capacity was bumped to 999, the common 3-digit max of most number based systems.

Naturally, the need for having more rupees was correspondingly adjusted, and red rupees (valued at 20) were added to help even things out. Was this inflation necessitated?

In a manner of speaking. One of the more notable features was a unique fairy fountain which required donations (eventually allowing Link to increase his max capacity for arrows and bombs), providing rewards for every 100 rupees donated. By the old scale, only two upgrades could have been fully made at any one time; lowering the cost proportionally to match a numerical threshold may not have worked as well, considering the value of common rupees and the rate at which they can be acquired.

To summarize, it was a sensible upgrade for the time and worked with the mechanics of the game. What makes the Zelda series something of a curiosity however is that in the next mainline installment, The Ocarina of Time, the threshold was not raised, but lowered.

OoT was the first game in the series to introduce the wallet system- setting a max amount Link can carry by default and allowing the player to raise that max in the course of the story. Part of the reason this device functioned well is that it allowed the designers to create an artificial barrier, placing expensive items in shops but making them unattainable. Part of what made this interesting was that the maximum possible cap for rupees was lowered from 999 to 500, suggesting that Nintendo was attempting to keep a reign on the rupee market and perceived values (so to speak).

And then Wind Waker was released.

The Legend of Zelda: Wind Waker was the first game in the series to break the 999 barrier. Without any real economic or systematic provocation, Wind Waker’s currency values went into the thousands, requiring a good amount of this money to be spent near the end of the game to open chests containing Triforce pieces needed to enter the final area.

What made this unseemly was the fact that not only was this arbitrary change implemented, but that the game outright required the player to spend this high volume of money in order to progress. There was no basis for why this cost went up, things simply became more expensive.

The point of all this? Big numbers make us feel good.

It’s odd when one considers that the series has regressed, chronologically, from the first two games. Every title since has been set earlier than The Legend of Zelda, not later, making one wonder what economic upheaval Hyrule has undergone in the passing centuries. How high did the value of the rupee get that one only needs a couple hundred when one used to need a couple thousand?

Let’s not limit ourselves to the Zelda series, however.

Look at the Final Fantasy series, whose value caps have steadily increased since the series’ inception from 999 to 9999. Max damage would once peak just shy of 10,000, to that point that merely exceeding this value in a single strike (as an ultimate summon spell in FFVIII did) was considered remarkable.

As the poster child for the roleplaying genre, Final Fantasy is certainly guilty of setting an example. With current games allowing the player to eventually “exceed” the number cap, the perception is created that foes whom the player needs this edge in damage to beat are the exceptional enemies, that challenge is measured less in strategy and more in quantity.

What’s stunning is how artificial this new barrier is. The standing goal used to be becoming powerful enough to deal damage that moved from the hundreds to the thousands, and using those thousands of damage effectively. The new model expects the player to treat the one-thousands not as a milestone, but as a wall—a wall that can only be overcome through the patience of grinding and equipment hunting. Tremendous work is now expected of the player to overcome optional foes who were once merely overwhelming, fueled by the idea that if one cannot deal at least 10,000 damage (and take the proportional value back) then they haven’t a chance.

Numbers are inflated as a power trip, and have been for a long time. Even the high school, a perhaps dated mechanic, showed signs of it. Merely ask yourself how many games you’ve seen where a player can score only 1 point, or 10. The common value is often set at 100, perhaps using the 10 for minute actions. There are very few games where that last zero is not entirely superfluous.

Had high scores maintained greater relevancy in gaming today, it’s likely the escalation would have been much more severe. Even then, high scores still measure in the hundred thousands, even the millions; how much of this value is actually mandated by the design, and how much is the product of creating a feel-good value allowing an arcade-goer to achieve tens of thousands of points in ten minutes of play?

High values, however proportionally high they’re set, should provide an exception, not a standard. Look at the Shin Megami Tensei series which, despite numerous iterations and installments, has kept the average values around 999. The scale is so well grounded that anything that does exceed it (and anything that does that is never placed by accident) instantly conveys the message that it’s larger than life and, indeed, very, very scary.

Numbers are the crux upon which games are built. They need not be proportional between player and opponent (and indeed are often not), but they must be balanced delicately and deliberately.

Instead, what we often have is a meta game of whose numbers are bigger.

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