Lhynn
Arcane
- Joined
- Aug 28, 2013
- Messages
- 9,943
Hey Lhynn. Care to share what you don't like about crafting in games?
I dont like it when the game becomes about the crafting. I believe it should be auxiliary at best, perhaps useful in early stages of the game when it comes to gear, and in later stages as a way to make your own consumables.
The fantasy of making your own shitty weapon when you go out into the world is cool, but good stuff should be found or pried from your enemies cold, dead fingers.
Thats cool, because making consumables is cool. Its like you are batman and you are working on your utility belt. Crafting as a means to prepare yourself for what comes next is always a neat idea, therefore consumables.What I can say about the crafting/harvesting is that it's integrated into the design and provides greater build viability. For example, in the drag, there's a burning house you can enter (coming out unscathed with a blueprint for a combat stimulant if you pass a skill check). There's also a tough, optional fight in the area. If you've invested heavily in combat, you can win the fight. If not, and you don't have any of the requisite social skills to gain an advantage, having this blueprint and finding some of the resource will allow you to create a combat stim, which might just be the edge you need to win the fight on harder difficulties.
But when you need to gather the heart of 3 generic dragons, 5 magical unicorn horns, 500 iron, and 12 dicks of multicolored tigers to craft an armor that is better than anything else you can find in the game... Well, thats just shitty, at least that fantasy has no appeal to me at all.
And thats what crafting devolves into in most games that feature it. It is not only busywork, it detracts from exploration.