This seems to be pretty much universal in RPGs, at the start, you'd be struggling for ten gold pieces, but by the end of the game, whatever you want can be yours and it still wouldn't put a dent in your hoard of gold, but that's not the problem, because I WANT to feel like my efforts have paid off by the end of the game
I'm right there with you.
Personally, I've never had any problem with having "too much" gold in the "late game" of any single-player RPG. Having larger piles of gold than you know what to do with is a sign of success. It's one of the ways to gauge your personal power.
Struggling to find equipment and cash, and not having the resources to do what you need/want.... that's for the early game. If you're still struggling to get the gold to buy stuff in the late game, you're going to feel like you haven't actually gotten anything, like your efforts were for naught, and that you're not succeeding.
I also don't generally feel a lack of having some big-ticket item to buy - like the comments I've seen in other OB economy threads, saying "I got all the houses, I'm still rich - they need to add some actual expensive stuff for us to buy!" Why? What purpose does it serve? (especially since it sounds like people don't care if it actually does anything, they just want to be able to buy something big, like a castle, or a county.)
Now, admittedly, I've never experienced the un-modded Oblivion game. I've always used a level scaler that toned down the spawning of ebony/daedric/glass. And I also don't play 200+ hour characters, or even enough to hit lv30+ on any character (slowed down leveling, too). So, I've never had enough cash to buy all the houses (not that I'd ever want more than 1). 25000 gold? Is a vast amount, to me.
But it doesn't matter, because beyond the first few levels, the only thing I buy from shops is empty soulgems and repair hammers - you loot so much gear, why do you ever need to buy anything? Shops are just there to sell stuff to.
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Thinking about it, the only RPGs that I've really needed large amounts of money in are the mostly-linear console JRPGs..... because those games don't drop alot of gear upgrades - the vast majority, you need to buy. And the cost of those items is scaled to your progress, along with the "gated" zone progression. ( i.e, you've completed Area 1 and got strong enough to kill the boss blocking the route to Area 2. You've built up alot of cash because you were killing monsters who just drop gold & potions. At the first town in Area 2, they sell the "next level" of armor and weapons for all your people - and what do you know, the prices are all so high that you'll blow most of your wallet on them, and probably have to farm a bit more gold to equip your secondary party members. But this only works because the games follow a very linear progression of areas/levels/gear.)
Meanwhile, in games that drop lots of loot? You don't buy gear, you find it. Sure, if it's a game with random loot (
Prefix Sword of
Suffix), there may be a gold sink in the form of a "gamble on randomly generated loot" vendor, but beyond that..... shops are for selling stuff and buying consumables. Not gear. You get that from monsters & quests.