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Why do many RPG fans hate crafting?

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Haggling with a cluncky interface

Collecting tons of ingredients cluttering up your inventory, only to realize you have 4x instead of the 5x required Black Wyrm Scales when you finally want to press the 'Craft' Button

No concious effort or planning required, you just pick up all the garbage along the way and after a while you check the crafting screen to see what you Clan do

Ususally completly ignorable from a gameplay/systems POV. Which makes it all the worse for COD-fags like me because I will still feel the obligation to craft from time to time for a 'complete'
experience

Crafting as a system makes sense if its supported by the gameplay and setting. Playing a techie in arcanum, post-apoc with scarcity etc.

Otherwise it should be limited to a few upgradable items with their own storyline, quest etc.

The Sword in Betrayal statt Krondor comes to wit. You really had to pay attention to find all the parts figure out how to put it together. Bo handholding. Great stuff.
 

Lord Azlan

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Good OP.

I like crafting in some games but now struggling to find a good example of it.

Mentally, I think some people like crafting because in the old days they would have collected stamps or football stickers. I suppose these guys like control and order. They like, for example, crafting each set of armor in Skyrim and then having a place to show them off.

Crafting becomes a game within a game and these guys like getting immersed in collecting crap because thy kind of enjoy it.

One of the best recent examples of crafting I have seen is that in UnderRail. But even that is making me mad due to the despicable trading system. For the setting, understandably you won't find much loot lying around in containers/ environment as most of the world has been picked clean by looters and scavengers. How comes then that already I am forced to leave stuff behind after battle as there is no one to sell it to.

In fact the terrible trading system is holding the much better crafting system back. Otherwise I could just hoard everything into my room and store there. Do I assume then there are other people with huge hoards of stuff in their room as well?

FT9qrp2.jpg


What I like a lot is the interface helps you tag the items that you have making the crafting easier to manage.

The crafting is Divinity Original Sin should have been much better. In the end it was a complete mess because it was difficult to see through the clutter. It has useful things to craft through, one of the earliest being hammering nails into your boots.

maxresdefault.jpg


I liked the crafting system in Dungeons of Dredmor as the interface told you what you could make and what was required.

maxresdefault.jpg


The crafting in Ultima IV was pretty good as the reagents you found travelling was required for spells.

Crafting for weapons and armor though? Just seems wrong.
 

Storyfag

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More often than not, crafting in RPGs allows you to create mundane shit which is marginally better than the mundane shit you have now. Instead, it should allow you to craft a Ring of Power.
 

Theldaran

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More often than not, crafting in RPGs allows you to create mundane shit which is marginally better than the mundane shit you have now. Instead, it should allow you to craft a Ring of Power.

Wouldn't it be better to gain said Ring of Power by defeating its owner, through combat or otherwise? That's the premise of D&D, at least.
 

Neanderthal

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Implementation. As it stands in most games artisans an craftsmen are useless, denying worldbuildin an more detailed, expanded backgrounds for sake o convenience, because players are stupidly enough better than time served experts who've been studyin this shit all their lives. A mage, yeah I can picture him as a competent scribe an maybe part time alchemist, but even he'll be crap compared to somebody doin it full time. After all adventurers have got another priority on their hands, survivin their adventures, they're not craftsmen as they're studyin a different skillset. Now rough crafting, you know shitty makeshift items that just get job done, yeah I think adventurers might be alright at that, but for quality they'll want to go to a professional o whatever profession.

BG2 an takin components to that Dwarf works alright, allows craftin an artifacts but requires exploration, a bit o sacrifice an time. Its not perfect but its alright.

One game that I think got this right is AD&D, if you wanted to craft magical equipment you had to first reach a level where you could cast all spells you needed, an then make em stick wi a spell of Permanency, which if I member right meant bein 16th level minimum. Next you needed to hire an artisan to craft item, cause only finest craftsmanship'd hold spells, an you needed to supply him wi all rare an costly materials. Then it took you fucking weeks to make a fairly decent item.

I'd love to see this implemented in a high level campaign instead o shortcut shit we usually get, searching out that master Dwarven smith bein a quest in itsen, persuadin him to work with you on a mighty crafting and gathering all the needed reagents from across the land until in one night of great spellweaving you bind all the enchantments into your artifact, creating something that'll stand out for centuries to come.

Then again I want less magic, thats more important cos on its rarity, while finely crafted masterwork items are still rare, viable an valuable rather than ten a penny sloppy seconds.

Better example o well implemented crafting: Creatin Black Sword in Forge of Virtue.
 
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deuxhero

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1: Balance.
Either the game wasn't built with the crafting in mind and is way under powered if you do, or it expects you to twink you extensively and requires it.

2: Item locations
Locations for components is typically mundane (or worse, RNG). No searching ancient mines for a last unclaimed piece of superore (you might make stuff out of monster bodies though), no seeking out the forge of the ancients capable of processing it, just buy some metal and leather from the store and enter a menu. Skyrim, of all things, actually gets part of this right with level scaling disabled: more advanced ore has to be sought out and mined yourself or recycled from loot (no fix for the self-made stuff being boring to use though).

The best crafting implementations I can think of are from jRPGs that focused on it. Atelier for instances makes all but your most basic equipment crafted (the blacksmith can make you some basic weapons and armor, but needs you to make magic ore to craft anything good) and has a time limit so you can't just spam gather till you can make uber equipment.
 
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Storyfag

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More often than not, crafting in RPGs allows you to create mundane shit which is marginally better than the mundane shit you have now. Instead, it should allow you to craft a Ring of Power.

Wouldn't it be better to gain said Ring of Power by defeating its owner, through combat or otherwise? That's the premise of D&D, at least.

Depends on what you're after, I guess. Depends if you want to be Isildur, or the Dark Lord.

In the end, the best system, I think, would have no overlap between craftable and lootable items. The game should make it clear early on, however, that the best ring in the game can only be crafted, while the best armour only looted.
 

Glop_dweller

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Crafting for weapons and armor though? Just seems wrong.
It seems like a job for a dedicated specialist ~not for a hot headed adventurer.

That aside, I think Arx Fatalis did a decent job of implementing crafting; including weapon smithing, and weapon repair. Poor PC skill was detrimental to the work; resquiring dedicated development to become a better blacksmith, and/or alchemist. This took away from stealth, combat & spell casting skills. The poorly skilled PC could repair equipment into better condition, but the jury-rigged repairs would reduced the item's overall maximum condition.

Depends if you want to be Isildur, or the Dark Lord.
IMO, these should never be an option; it strays close to playing Superman. Superman is best included as an NPC ~never the player character.
 

Malpercio

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BG2 is a good example of crafting, but you can argue it doesn't even count as crafting.

Most of the time it just annoying, see the witcher 3, 30 types of the same ingredients. WOAH, who gives a fuck.
 

ArchAngel

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I don't like crafting
1. It is rarely balanced well, you can either ignore it or ignoring it will make your game much harder.
2. It adds lots of trash loot that clutters your inventory and I cannot help but pick up all that shitty loot.

BG2 was one game where I liked crafting, no other games comes to mind.
 

Kaivokz

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To be enjoyable for me, a crafting system in an RPG should be:
1) Intuitive within the laws of the game world.
2) Mechanically simple.
3) Engaging. Either by a) finite resources and choice; and/or b) meaningful collection of resources.
4) Rewarding.

Explication:
A couple people have hit on the word 'intuitive' and I think that plays a central role in my enjoyment of crafting.

If I can grasp the crafting system within the confines of the world, without a great deal of extra effort, then, provided interesting options, I'm likely to find its use enjoyable. To take a recent example: in Pillars of Eternity the upgrade system is easy to use and the benefit is clear (+2 'stat'), but its application is not intuitive within the game world--I'm standing in a forest, and somehow my character knows how to take some plants, a vithrak brain, and a sapphire, and then increase the potency of my weapon. There's not even an attempt to explain how that works (do I rub all that stuff on my sword while chanting the magic phrase? do I tie down the brain with the plants and then stab it repeatedly with my sword while the sapphire watches? there are no reasonable answers, and so no unreasonable answers: you just have to accept it as a gimmick).

On the other hand, the process of "crafting" at the forge in the white march is entirely intuitive within the game world--there is only one resource (durgan iron), and its application in the process is straightforward: by using the magical forge and the special ore you reinforce armor, or you refine a weapon. Given that durgan iron ingots are a finite resource (and there isn't enough to fully enhance all your stuff), there is some limited choice allotted to the player. This is similar to BG2 and the Souls games, where BG2 forgoes choice in favor of more interesting/unique resources, and the Souls games combine both choice and unique resources. I enjoy this crafting. If you don't consider that 'crafting' proper, then I largely prefer my RPGs without crafting.

Mechanical simplicity seems to go hand in hand with something easy to intuit. But a more robust and less-intuitive system (one requiring more time and effort to effectively use) can be enjoyable in games where those systems are core systems. Figuring out that I need to craft x in order to craft y, which is required for z, but before I can make z I must have established an A. Maybe some survival RPGs capture this, or some SRPG hybrids, but usually when I enjoy such games they are pure strategy games, because they've spent the majority of their time refining those systems to reward heavy investment. In something like D:OS I completely ignored crafting (maybe I made a belt or something?), and the game still had laughably easy combat, so there is absolutely no need to engage deeply with said system except for the enjoyment such engagement has simpliciter. If I'm going to that, then I'm going to go play a strategy game with similar systems that are far better designed (because they are a core component).
 

Storyfag

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Depends if you want to be Isildur, or the Dark Lord.
IMO, these should never be an option; it strays close to playing Superman. Superman is best included as an NPC ~never the player character.

I did not mean these characters or even their power level literally :roll:

I meant the archetypes. The hero obtaining his loot from the powerful foe, or the powerful being capable of exerting its will over reality by crafting powerful things.

All that said, including the option to play as a person as powerful as Isildur or Sauron is entirely up to the scale and scope of the game, and should not be arbitrarily forbidden. In the final stages of BG II, you play exactly that sort of being. Is the game harmed by that?
 

agris

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It's repetitive and boring and is used to artificially pad out the length of games. It's essentially busy work.

The best crafting is in games like BG2 where you find shit all over the place and bring it to an expert to put together.

[...]Because you end up with a backpack full of this shit not knowing if it's going to be of any use for the whole game which, if its limited inventory, is just fucking horrible, if it's not limited inventory then it's just time wasting[...]

...usually encourages masochistic hoarding

[...]

Crafting systems are generally at their best when they're combined with simmy survival gameplay. Failing that, if you have a well-balanced and deep system it's cool when crafting lets you do heavy customization while stuff you find by exploring the gameworld generally has greater raw power (AoD mostly does this, although at the very end crafted weapons are straightforwardly better than anything findable).

In my opinion, it adds a layer of complexity that isn't really needed, and ends up as padding as a result.

[...]

Going into treasure hunts only to find the means to create the treasure instead of the treasure itself is unrewarding, as I most likely don't have the means yet to craft the reward I just got, and just adds busywork to end with the same result. Lower the rewards so that you can cram more content without really expanding on the rewards.

Don't really care about crafting but I love well-made enchanting systems. And not just "insert a rune into an empty slot to give your sword +2 poison damage" shit, that is boring. I mean systems that let you really customize your existing items, like adding powerful unique effects, transferring stats from one item to another, ability to change most characteristics of any given item

it's not really used for anything substantially interesting which, I guess, is partly due to the amount of patently useless stuff that exists for the sake of being able to creat it

It's busywork that removes the magic of item discovery. Suddenly the world feels much more mundane when the sword of Damocles you won off a demon battle is replaced by gathering 300 cloacas and iron bars.

...what are most Crafting systems but a massified way to introduce the constant need to collect a certain number of perfectly generic items in a way similar to those quests?

So while the idea isn't bad by itself, I think Crafting needs something more. It must reinforce the themes of the game you are playing. Otherwise its just pointless busywork.

Crafting that only happens occasionally and produces tangible benefits is great and adds to the game, like bringing artifact pieces to Cromwell or creating rod & spring upgrades in Jagged Alliance 2. These days, hearing that a game features crafting as a mechanic causes Codexers to roll their eyes because it conjures up images of picking up trash from the floor every 5 seconds and systems that force or incentivize the use of some intrusive crafting interface all the time.

I despise crafting in RPGs, so I am happy to chime in here.

(1) Often if not always, it is used to justify repetitious or degenerate behavior: it is almost never the case that the materials you need for crafting are obtained through meaningful and interesting gameplay; rather, you inevitably gather them by clicking on loot boxes with various kinds of window dressing. A typical crafting design is: click on 100 boxes to find stackable 83 items in 43 of them, then expend 27 of those stackable items to create an item. In short, it expands and aggravates the already awful looting / operant conditioning / padding crap that has made RPGs unplayable for me.

(2) Even setting aside this fundamental awfulness in their design, they -- like most consumables in RPGs -- produce neurotic behavior because it is impossible to know whether [ingredient/material X] which would be consumed in making [marginally less mediocre item 3] will be required in some later formula/plan to make [even less mediocre item 17] or perhaps even the elusive [actually materially helpful item 93]. Because crafting is almost always present in games that are already heavily focused on incremental and tedious progression, there will always be an incentive to hold onto ingredients. Thus, #1 and #2 combine to produce the magpie/packrat behavior that is so unpleasant (but so addictive) for players.

(3) Because crafting typically is tedious and meaningless, meaning has to be given to it by having crafted items surpass looted items. This breaks the game's balance, except that usually the solution is to have crafted items overpowered relative to the balance (to avoid making crafting required), which means ironically that most players (being munchkins) will feel compelled to engage in the dumb crafting process.

(4) Even setting aside all of these flaws, crafting almost never makes sense thematically. Even games that try (like MotB) to give a thematic logic to it fail to realize that "scrounging around for garbage and making stuff all the time" is not a part of any fantasy epic. Very occasionally crafting an important item is part of fantasy epics, and this would be fine from a thematic standpoint, but this is not what crafting as a game mechanic is about. In fact, you essentially never craft important items because crafting is never viewed as a critical path requirement.

(4a) Crafting is almost required, however, in certain settings -- post-apocalyptic settings in particular, but more broadly any "survivalist" setting. Thus, I think that crafting significant thematically enhanced AoD and generally was the least awful crafting I've encountered in any RPG, although it did suffer from the need for magpie/packrat hoarding behavior. Because these settings thematically compel you to encourage the player to scavenge, husband, and cobble together resources, the crappy gameplay entailed in crafting is redeemed as mimetic: the player's misery and meager rewards mirror the character's suffering.

Basically, I think crafting is awful because it fits into that category of stuff in RPGs that isn't meaningful, isn't fun, and isn't thematic -- it's just there because it has become a box to check, because it occupies players' time, and because (provided the right reward structure) players will get a "kick" out of it.

make me an IE game plz

I like it in games where scavenging in general is a part of the overall design (NEO Scavenger springs to mind). As MRY states, it also brings a thematic component. If I'm crafting the means to my own survival, it feels considerably different than if I'm crafting a 25HP potion because I picked up a couple of flowers.

Gonna say mostly the same thing I said about itemization. "Games are a series of interesting choices." - Sid Meier

What's an interesting choice in crafting? Something like Dark Souls - you killed a one-of-a-kind monster, he dropped a one-of-a-kind material and now you must choose what to do with it. I.e., you just defeated Quelaag. What you'll do with her soul? Forge the Chaos Blade, Quelaag's Furysword or just consume it for 10,000 souls? That's cool.

Baldur's Gate 2 also had a cool system, mostly based on treasure hunting. Wanna make the Equalizer? Then you better keep an eye for its three parts... might even need to replay the game to finally find them all. Forging Crom Faeyr also adds a choice: are you really willing to sacrifice the Hammer of Thunderbolts, Gauntlets of Ogre Power and Girdle of Frost Giant Strength for the hammer?

[...]

Thus, while Dark Souls' crafting is a reward and Baldur's Gate's is an adventure, to me most crafting systems feel tacked on and a waste of time.

  • Item scarcity in general
  • Specific, meaningful uses of the crafted item
  • No grinding

:salute:

These guys get it.

It dilutes the reward that is treasure, unless crafting is a core thematic part of the game such as in NEO Scavenger or Baldur's Gate (I know, it's an upgrade system). It is frustrating to get an ingredient as an award from a hard encounter when you've been picking up ingredients every 5 minutes for the past two hours.

It is often implemented in a grinding, time-wasting fashion. Games with crafting usually have horrible itemization already, with excessive incremental loot granting sterile percentages.

Games featuring crafting usually inundate you with items, breaking Mr. Sid's rule that felipepepe quoted.

I think crafting in it's current form in games is a check-list feature that the designers know a significant amount of players want, it provides the trickle-trickle-trickle of 'accomplishment' while padding out the game length, so why not include it when those things are taken together? The problems of everything above still exist, but unfortunately the people designing these games (other than MRY apparently) didn't get what was so exquisite about the BG2 item upgrade system or NEO Scavenger.
 

agris

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My feeling is that hardcore RPG players tend to approach game systems as a kind of aggressive optimization problem. So when they encounter a system where you can't make a quick and easy cost-benefit calculation as to when to use it and whether it's even worth bothering with, it becomes a constant niggling annoyance for them.

I love games wherein a system is an optimization problem, especially character development and tactical TB combat, but you're wrong to draw a line between that and a dislike of crafting.
 

Trash

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You need to be a certain kind of person to enjoy crafting. Some people are not that certain kind of person. For me crafting is boring, mundane and reminds me too much of min-maxing and never that pertinent to the actual game. In the Witcher one you could make some potions that you almost needed for parts of the game and that felt usefull and interesting. And, I got to admit, I did enjoy finding out I could bake bread in Ultima 7. Then again, that was new at the time and was cleverly put in the actual gameworld and gameplay. Crafting through a menu just feels cheap and useless to me.
 

MRY

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I think they probably do get it,* but there's a huge pressure to minimize risk by staying with the crowd on something like crafting. When you're a hobbyist like me, it's relatively easy to follow your instincts even if they run counter to the market, but when your ability to remain a professional depends on your game not bombing, then you have to figure out where you're going to keep your elbows in and where you're going to stretch.

(* As I've said elsewhere, I was really blown away by the thoughtfulness and deliberative care that the inXile/TTON guys showed about everything design related -- narrative, complexity, replayability, novelty, usability, etc. And it's not just George and Colin or something. Everyone at the table, whether it was an art guy** or the system designer or the producer or upper management seemed to really care about, and talk about, the very same things that come up in a good discussion among thoughtful players. (** In particular, I was blown away by Charlie Bloomer, the way he talked about using color and light, about the kinds of materials that would be available in particular areas and how to convey that, stuff like that.) The thing is, when we're just spitballing here the thinking and deliberation never runs up against anything harder than someone else's opinion. But when you're actually developing, you start to run into other obstacles, feasibility, marketability, time crunches, etc. Game development, like life per J.C. Mellencamp, goes on long after the thrill is gone.)
 

laclongquan

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Why do many RPG fans hate crafting?
Because most crafting games are done poorly on that specific part.
Either the crafted overpower the normal shits, in which case the crafting skills/activities are a must. Morrowind is the shining example.
Or it's less than the bought stuff, and therefore just a curiousity, a time sinker.

How does it get done well?
With difficulty.
Prince of Qin is a shining example of crafting done well. You certainly can buy good stuffs, or pay for making shits. But if you want to make shits good and cheap, you damn well going to play a crafter or no can do.
The gameplay incorporate a system of elemental buff/debuff. You certainly can buy equipment with good buff/debuff but either they are rare as hell, or they are not reliable find. You want to be a crafter so you can control the reliable factor. Instead of shopping multiple shops to find some good Fire element staff, you can make one.
Overpower? Only if you grind raw items so that you can grind crafting. And raw items that mostly come from battles which are control pretty well in term of respawn.
Also, Make a crafter meaning you sacrifice the power of one in five combatant. The crafting skills share skill point pool with other combat skill, so investing there lessen that char's power. You are staring at a big trade off: lessen MC's power to increase companions' power through their equipment. And you cant make a spare crafter so MC avoid that role until late game.
It's a pretty good balance.
 
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Zanzoken

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To be honest I did enjoy the crafting in Age of Decadence. I think it was because the itemization is fairly limited, the system is simple, and you get some really nice gear that is otherwise hard to find.

I also liked that the game told you ahead of time exactly what to expect. It gave me something to look forward to. I was pretty pumped once I finally got my first full set of Meteor gear -- a big ass warhammer, Phrygian helmet, and lightweight auxiliary armor. Then I went and beat the shit out of you-know-who and completed my ascendancy as an unstoppable God of Death.
 

Lhynn

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Only reason crafting worked on underrail was because it was so much better than anything else you could find in a way that encouraged exploration. You werent asked to mine or farm or any of that pedestrian shit, you found the best parts after navigating some frankly sadistic mazes and dungeons. It fit the theme of being something of an scavenger in a post apocalyptic setting. It was clear what each part meant to the player and what you could do with it (so it wasnt a clusterfuck).

It was a pretty brilliant execution of a very shitty concept.
 

vonAchdorf

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I don't hate crafting per se, but if a game implements crafting today and prominently announces it as a feature, you can be quite certain that it's a boring me-too implementation with all the downsides repeatedly mentioned in this thread.
 

Roqua

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I hate when crafting-

1) Is far more powerful than finding items in game. I.E. - D:OS

2) I hate when crafting sucks resources from your standard character building (i.e. D:OS, AoD, Underrail, etc).

3) Ignorance is bliss - I igniored crafting on my first couple attempts at D:OS and the new Co8 ToEE patches and did not know I was missing out on being super OP. Once you know it is hard to ignore.

4) Crafting is not being added as an alterbative way to get good items, it is being added as a necessary system that must be utilized.


I like crafting when -

1) It is like in Wiz8, IWD 2 (and I think NWN1) where you find special components in the world and can have them crafted into some good item.

2) I like crafting when it supplements the itemization system instead of replacing it, such as the mods it WL2. It makes your good items better. The downside is - it sucks away from standard character building, but not fully since it gives you some nice combat feats that enhance character building. And this is not saying I enjoy reload spam systems like this system can be used as. This does not fully apply to the system as seen in PoE, for this bullet or bullet 1 directly above. I cannot fully articulate why I was not a fan of the PoE system because I will need more time to think about it and understand exactly why.

3) I like crafting as done in some mmorpgs such as wow through WOTLK (giving some good stuff, but mostly not, and could be used to make money and is separate from standard character building while also providing some direct combat benefits). I also like the crafting in Fallen Earth, even though I also thought it was annoying. I do not know if a similar system would work in an mmorpg.

4) I do like crafting systems such as seen in the XCOM and After games. I like being able to research new technology and then produce upgraded equipment based on my research, as long as there are lots of choices.


As usual, my answer is the best and far more competent than the sheep bleatings of the retarded monkeys here, as I am an actual adult and less retarded than the vast majority of you all. Being able to think and express your opinion somewhat competently was expected of my generation, wheras you fucking retards are only expected to "feel" something usually based on superficial bullshit. And this is why you will all be killed in the culling. It is too late to repent of your stupid ways.
 

JarlFrank

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Good crafting:
socketing items in Diablo 2.
broken unique items in Baldur's Gate 2 that have to be re-forged (Flail of Ages)
Making powerful items from very rare and hard to obtain ingredients (like dragon skin armor or demon tooth axes or whatever)

Bad crafting:
collect 10 plants to make a healing potion
mine ore so you can forge a standard non-enchanted sword that is identical to the swords you can get for 50 gold at the next vendor's
forge powerful items from common ingredients
 

Neanderthal

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Funny thinkin about this an you can actually see decline in action, Witcher 1 for example Alchemy is pure, collecting rare ores an bits an pieces o mythic gear for skilled others to craft for you is well done, Raven's Armour quest is cock on. Your starting gear is good enough to carry you far through game, an better than owt else normal folk carry, an getting better stuff is a trial.

Witcher 2 your alchemy goes downhill, loadsa useless ordinary crap you have to collect instead o rare stuff, an why bother when you're gettin a new an better sword or armour every ten minutes.

Witcher 3, apart from Witcher gear mini quests just takes fuckin piss, mountains o crap an junk to trawl through an pad game.

Ought to be a steep downward gradient sign on box if they ever do a trilogy edition
 

cvv

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Good crafting:
socketing items in Diablo 2.
broken unique items in Baldur's Gate 2 that have to be re-forged (Flail of Ages)
Making powerful items from very rare and hard to obtain ingredients (like dragon skin armor or demon tooth axes or whatever)

Bad crafting:
collect 10 plants to make a healing potion
mine ore so you can forge a standard non-enchanted sword that is identical to the swords you can get for 50 gold at the next vendor's
forge powerful items from common ingredients

I'd argue the crafting you're describing is not crafting, it's really sidequests - town wizard says "bring me King Rat penis and Qeen Dragoness pussy and imma make you a sword squirting acid", that's not crafting.

And the thing with plants is alchemy and I quite like that, if well implemented (Gothic, Risen 1, Witcher 1). You can either buy potions (at non-trivial prices) or invest points in alchemy and craft them (plus better versions, plus shit you can't buy). That's good.
 

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