So, I've been tossing some ideas back and forth in my head recently on how to make a game that requires you to get money to buy items in a fun way, rather than just beating the life out of enemies and having money drop from them.
Most games I have played seem to follow a very basic, and somewhat boring way of:
Kill a enemy, it drops some money, very common and while it isn't just handed to you it isn't that thrilling.
Doing Missions, this way may sound cool, but if the missions are cheesy then it becomes a real pain grinding them over and over.
Finding it in objects or lying around, this way isn't too bad, in the way it helps you show the player where to go. But it also makes it seem like the money isn't worth that much in the world.
Now, one idea I had would be something like this:
The player starts with a base amount of money from a “loan” of sorts at the start of each chapter of the story in the game, this amount will lower and increase depending on how much progress you make, and how well you do. If the player runs low on money before the next chapter, the player can get more in one of the following ways:
There is a mine shaft in a cave that is full of crystals, the crystals are used as money in the game. The player will get to head into it and explore the caverns and mine out the gems while fighting some cave creatures and avoiding hazards. It would be like a large level that expands through a huge cave system, with exits leading to connecting towns.
Another way to earn money is by going around and fighting enemies, like mentioned above. But they would drop it the gems rarely, but in large amounts. Making it not the best way, but it could help add that extra little bit of money.
The idea behind number one is to make getting money more entertaining, rather than feeling tacked on to missions or just dropped from enemies. But I am curious on what other ways could be done to make money collecting more fun in games.