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===The Economy===
The Diablo 3 team has repeatedly stressed <ref>[http://www.diii.net/blog/comments/bashiok-on-gold-sinksBashiok forum post ] - IncGamers February 8, 2009</ref> their interest in having gold remain a viable game resource. It did not in Diablo 1 and 2, since high level characters perpetually had much more gold than they could spend. In game design terms, those titles needed more "[[gold sink]]s" to give players something worth spending gold on. [[Gambling]] was a perpetual use for gold in Diablo 2, but odds of obtaining a useful item via gambling were too low to motivate most players to keep gambling, once they reached the end game.
While the D3 Team has been vague about what gold may be used for, they have given a few hints. It's known that skill [[respecs]] will probably cost gold. Item modifications, including [[crafting]], adding sockets to items, and removing gems from sockets, are handled by the [[Artisans]], but not for free.
Another possible gold sink is some kind of trading [[Auction House]], though the team hasn't given any details on such a feature as of yet.
[[Jay Wilson]] described the creation of the game's economy, and named some of the ways the team is looking to make gold more valuable, in an interview from [[BlizzCon 2009]]. <ref>[http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/BlizzCon-2009-Diablo-III-Game-Director-Interview/Jay Wilson Interview @ Blizzcon 2009]- G4TV. August 2009</ref>
::So, player economy and itemization are two of the last things you do. Mostly because nothing waits for them, but they wait for everything. Until you have vendors in working the way you want, until you have a lot of progression through your game, all your support systems and different items that you find - until you have all of those things - there’s really not a lot of point to doing any in-depth economy or item math. Most of the items that we’ve done so far are so there are actually items in the game. So, that being said, the key to doing a good economy is pulling out money at roughly the same rate that you’re putting it in. I say roughly because a little bit of inflation is okay, but deflation is generally bad.
===Artisans===
One of the major purposes of [[Artisans]] is to act as a [[gold sink ]] and a balancing element of the Diablo III economy. Jay Wilson spoke about that from Gamescom, in August 2010. <ref>[http://diablo.incgamers.com/blog/comments/jay-wilson-interview-tweakers.net/Jay Wilson Interview @ Gamescom 2010]- Tweakers.net. August 20, 2010</ref>
''The introduction of Artisans brings a big change compared to Diablo II. Why did you choose to take such a big step?''
::So through salvaging, a lot of items you find on the battlefield will disappear from the economy. They will not directly be turned into gold at least. In Diablo III, you will sell a lot less items than in Diablo II, and that way earn a lot less gold, also because we have lowered the sell value for items that you have found, and also because we have lowered the amount of gold to be acquired on the battlefield. You will thus earn a lot less gold, even though you will need the gold more than before, since you need to pay the Artisans for their services.
===Blizzcon 2010 Update===