A breakdown of the economic elements of Fable 2 that make it a more complex RPG. Mild spoilers are included.
Fable 2 breaks tradition in the RPG genre by de-emphasizing combat to create a very robust play area for the player. The closest parallel that I can think of would be the Quest for Glory games, which layered a simplified RPG and character system onto the Sierra Online adventure game formula. Like the QfG games, Fable 2 is essentially driven by its story elements. The combat is an example of a simple but deep system that allows you to play just want to bash things with a store bought mace but adds enough that is interesting if you feel like coordinating weapons and magic. The story itself is a bit uneven because of the way that all of the sidequests are presented in an off beat or comical way while the main story has lots of tragedy and tear gushing moments, but then again, I just described the problem with every Western RPG of this generation. What makes Fable 2 interesting is how it grafts a simplified economy game into the usual combat and quests to blend together a full-scale hero simulation.
The basic principles of how Albion’s economy work goes like this: good economy = low cost and low rent, bad economy = high cost and high rent. The player is able to effect this in several ways. Buying goods from a store raises its value and the economy of the region, stealing from the shop or killing the owner lowers it. Just about every piece of property in the game can be purchased and the rates adjusted as the player sees fit. Houses and shops can be rented out to produce an annual income. Any extra terror or do-gooding that you add to the region also factors in. At the start of the game, you’re not going to have enough money to purchase anything except the cheaper stalls or gypsy wagons. You’re encouraged to just give it a try by buying one of these locations and then slowly noticing the benefits of rent being paid every 5 minutes. This is the basic foundation of the entire game and how you will be procuring goods until you hit the higher levels. You don’t harvest gold by killing monsters like you normally would in an RPG. Money can only be acquired by working a job, finding a chest, digging it up, selling crap, or through rent. So while at the beginning of the game you don’t really have to pay attention to anything except bashing stuff and grinding away as a Blacksmith, eventually you’re going to realize that it’s a lot more efficient to own property.