I often see free-to-play game designs where every interaction is a potential monetisation path. These games want to sell energy, buffs, character unlocks, aesthetic items, rule adjustments, experience points and so on. Usually this is because their developers are trying to make the business cases for their games. By showing that all roads lead to cash, the hope is that the project will be signed off.
Creating many roads to monetisation might sound good but there's a point beyond which it becomes pay-to-win. At that point the game loses a reason to be played, and players sense it. You can sell a lot within a game, but its important to always have at least one dimension of it that can't be bought as that ensures the motivation to play. So I've created the Free-to-Play Triangle, which you can hopefully use to sanity-check your economy.