It’s really useful.
Money is a thing that is useful, because we have our society built around making it useful. The idea of what money is, to a player, is always going to communicate the way money works for us now. It is what you can consider an ideal general utility; No matter what your needs are, you can usually meet those needs with more money.
Now, money can’t buy you happiness, but that’s okay, because we all experience a lot of different problems, and money, sufficient money, can deal with a lot of those problems – it has an overwhelming amount of, like I said, general utility. Converting unwanted resources into money is generally a reliably good idea, because the money will always be able to be put to some meaningful use.
Games use money all the time – letting you convert resources into a single, fungible, generally useful resource. That’s fine, games use resource management all the time, that’s fantastic. What can happen in games – and JRPGs are often going to land in this space – is where you can be confronted by problems where money doesn’t solve the problems, because it’s not supposed to, but your character can still do things that generates fantastic quantities of money that should address problems.
There are three basic ways that the real world keeps money from solving your problem (and why systems of capitalism often involves forcing these problems upon you), which you can use in games to make sure that you avoid the question of ‘why aren’t players solving this problem with their money.’
There are things that keep us from saving. Rent, fees, transaction fees, costs for upkeep from week to week, like food and fuel and whatnot, those things are all elements that bleed away your money and keep you from saving. In a game, if you want to keep a player from stockpiling money to the point where it’s a problem, you can make large sums of money, or the things that people use their money for, bring with them the upkeep that depletes their reserves.
You can make it so anything that the people want to buy is itself inherently scarce. It can be the product of an extremely limited supply, or the end of a slow process, meaning that any that are made are bought very quickly. This can even feel like an infinite wait – players need to wait for keystones to be made craftable, for example, but the expensive components can become more available later in the game. In the real world, there are some products that aren’t reasonably available at any price once they’re all purchased, because the people who have them are refusing to put them onto that free market.
If you’re making a game where players can earn money that compares to buying ammunition, weapons, health packs or storage options, that doesn’t necessarily mean they can stockpile enough cash to buy a house. In the real world, these purchases do not exist on the same scale – and you can absolutely make your game so that the purchases that should deform the way the game works are simply on a different level. Science fiction games for example, set on spaceships, rarely let players earn money on the level of buying candy bars, that also lets you buy spaceships.
Secret Bonus 4: Let Them
You might notice that these existing tools are all kind of dumb, or rely on a world that’s dumb. They rely on a world where you can have this stuff that’s necessary for living that you then have to siphon away just to ensure people don’t get around artificial blockades in their life that you, the storyteller or game designer, are imposing. Why is it that the system we use for exchanging candy bars is also meant to be applied for managing inflexible needs like homes and medical requirements? That’s weird, the two things are simply not similar – should you be able to sell days of your life or your own health to someone for a candy bar? That’s dumb as hell.
I guess what I’m saying is when you think about money in games, and ways to stop money doing dumb things, you have to notice all the ways money does dumb things in the real world, and notice that they only do that because of an imposed system that’s made to benefit some people.