EzekielRaiden
Follower of the Way
I have said many, many, many times on this forum that "make money" is not and cannot be a game design goal--there is no part of the game itself that "makes money." Making money is instead a business goal, which is then implemented (very inefficiently) by the choice "make a tabletop game."I wouldn't say it's a goal when designing a particular subsystem but which subsystems you include might be driven by profit or expense. Often page count limits what goes into a game which is an aspect of expense.
Design goals are for things that actually occur within the design of the game, hence the name, "design" goal. A designer certainly wants to wisely choose their game design goals in light of whatever their reason was for choosing to design a game in the first place, but that higher, more abstract reason is not, and cannot ever be, a design goal.
It would be like saying that one of the patterns of rug-weaving is "make money." Preposterous! There is no pattern that is, itself, "make money." However, some patterns will sell better than others. At the running-a-business level it is wise to find out what things people like so that your rugs will sell (=your business will succeed). What that does is set the inputs for the questions of which rug patterns you should consider, and what metrics will be useful for evaluating your options. But it does not make "make money" a pattern you can weave into the rugs.