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- Apr 16, 2015
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I'd like to ask the community about unique ideas they've done with their in-game money not tied to spending them in a game's various shops.
In my own game, there won't be any consumables, and the shop's only purpose is to buy/sell new accessories. Weapons/Armor are found in chests, or on rare enemies. This has me running into the same problems that many games, even those with healing items, have. I have played many games where I have millions of gold, but really nothing to spend it on since I've never been the item using type, and buying equipment rarely ever makes a dent into the huge amounts made even by the midgame.
Some games mitigate this a bit by using casinos or arenas with fees attached to them. I love arenas, so I'll probably do that at some point in my own game, but in the meantime I've given myself less options of what do to with my currency.
One thing I had in mind was using it as a training system, where money is used to learn/power up skills in the place of the usual AP/JP system in some JRPGs. It gives money much more to do, and there's an incentive to use it.
What have you implemented in your own games to make money more useful than watching large numbers grow larger?
In my own game, there won't be any consumables, and the shop's only purpose is to buy/sell new accessories. Weapons/Armor are found in chests, or on rare enemies. This has me running into the same problems that many games, even those with healing items, have. I have played many games where I have millions of gold, but really nothing to spend it on since I've never been the item using type, and buying equipment rarely ever makes a dent into the huge amounts made even by the midgame.
Some games mitigate this a bit by using casinos or arenas with fees attached to them. I love arenas, so I'll probably do that at some point in my own game, but in the meantime I've given myself less options of what do to with my currency.
One thing I had in mind was using it as a training system, where money is used to learn/power up skills in the place of the usual AP/JP system in some JRPGs. It gives money much more to do, and there's an incentive to use it.
What have you implemented in your own games to make money more useful than watching large numbers grow larger?
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