Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,831
sea said:That is a quest, not a crafting system, yet it describes the ideal crafting system... hmm, funny how that works. Oh wait, maybe in fact you've just revealed that crafting systems in themselves are never that interesting to begin with and creating skills around crafting, as some sort of rote, repetitive act is stupid. At most it should be something that determines whether you should be able to get the Mega Awesome Item of Quality, not something that you spend hours leveling up or spending thousands of gold on. Even then, crafting is only really interesting when juxtaposed with other systems... i.e., do I put points into crafting to get this cool item I can't get anywhere else, or do I put them into speech to bypass fights entirely? At best it's a secondary sort of skill used to augmenting existing ones; choosing which of those secondaries and weighing their trade-offs is what makes things compelling in the first place.Surf Solar said:As long as the stuff you can create through crafting is unique and different to the items you can normally buy/find, I have nothing against it. It also makes use of some otherwise junk items in the game.
Think of a rather large quest where you find schemes for a certain item, then you need to find the ingredients to craft it and so on. Feels much more rewarding than just throwing item xy at the end of a dungeon.
It is also very cool to give the player some sense of accopmplishment if you tie crafting requirements to different skills, rather than just "crafting" skill.
Want to create some healing items? Take some survival skill, or an alchemy skill. High Repair/Science skill? Upgrade your weapons, other builds won't be able to do it that easily, etc.
The only time a crafting system ever really works, even when designed well, is in a) an MMO or b) an open world game. In a), crafting is often the only way to get a really cool item (unless you want to use another skill to create something else of value, then trade it), often requiring lots of time and specializing in skill. In b), crafting is there mostly to justify the open world in the first place - namely, if you have a huge world, you need something to do in it; one of those things is combat, another might be collecting stuff, which you then use for something else. I'vewritten at length about open world games and how they're built top-down rather than bottom-up (i.e. "okay we've made an open world, now we need to actually give the player something to do in it!"), and whether it's Agility Orbs in Crackdown or ingredients in Skyrim, it's there because the designers otherwise couldn't really give a good reason for there to be an open world in the first place.
As written for probably the third time in this thread already, crafting is simply shit when it comes with a simple "crafting" skill, for reasons you have already pointed out. I would have expected a bit more reading comprehension on your side, but I forgive you for you are a constant source of otherwise very good posts.
Crafting can be cool when it uses actual primary skills the player has chosen for his character. It is a simple tool to make the player feel he established his character in this particular skill, quests, npc realizing that player has n-amount of skill open whole new branches so that only this build could get item XY. It works the other way too, a melee skilled character should know how to easily craft a simple hammer out of some materials which can be simply found in the gameworld or by taking other weapons and breaking them up into smaller parts. Sure, one can simply buy all this shit from vendorsr, no one stops you from doing that. Or you just craft it on the fly, while you are in "the dungeon", without the need to backpedal, without the need to spend points in "crafting skill" . Skilled Gunslingers could preserve some otherwise junk shells and craft some extra ammo, especially good in settings where ammo is scarce. Characters skilled in doctor knowledge could use some of the otherwise useless ressources to create some healing items on the fly, else he'll be fucked if no vendor sells the shit. It simply means more possibilities and deeper things to do for the particular build you play. It simply raises the replayability by locking other builds out of certain items (and ideally gameplay elements). This is a bad thing now? :/
My example with the "epic" quest was just, duh, an example, not the projection you like it to be.