Over on the "Things to Avoid in Your Game" thread, there was an interesting conversation brought up-- starting somewhere around here --about in-game economies that had to be cut short due to it derailing the topic at hand. Namely about the matter of the player's currency piling up towards endgame from non-use, currency sinks, consumables, making currency useful to the player, currency starving, and other adjacent matters. I'm curious to hear other peoples perspectives in this topic, especially considering the relevancy this topic has to the project I'm working on: When balancing your game's economy, what are your goals and priorities? Or what goals and priorities do you look for in other games? Do you prefer games where the player eventually outgrows the need for money, or do you prefer it when money is always on the player's mind from install to end credits?