Chippy
Arcane
- Joined
- May 5, 2018
- Messages
- 6,241
What would "doing it right" look like? What would the challenge to overcome be? Describe the gameplay value of crafting "done right".It just hasn't been done right yet.
I was taking the mick about something else.
Ok, Umm, good crafting:
KOTOR2. Because they realised crafting is the most interesting just as you start your character, as it could be the difference between life and death. They also tied it to the story by having you scrounge for any materials that may give you and advantage over the odds set against you. Scrounging was important because you were on a station that didn't have access to the weapons available in the universe because the energy weapons would cause a reaction that blew the station you were on up. So it was very much a low-item setting at first which I think works best with crafting. The story aslo provoked me to go outside of my comfort zone and craft traps and meds instead of just buying the best weapon and assuming I'd find health potions.
Baldurs Gate. I know it didn't have crafting but it should have. Based off my point above, it was a relatively low magic setting, and they implemented the iron crisis. Starting off early without any money and having to choose between investing in plate, shields & iron weapons that would possibly break, and wooden weapons could have been great if they made the iron crisis more crippling. I know that the price of iron was supposed to be high - but really it wasn't, and the price of wooden weapons was always dirt cheap. If they had both been high, I would have invested in crafting wooden weapons and it would have stimulated different playing styles. It could have been a difficulty setting.
Arcanum. The schematics were more interesting than the magical items I found, and they were placed with distinction. E.g. The schematic you found by the ancient submarine or the final alchemy concoction in the vendigroth ruins. Also, you weren't guaranteed to find the weapons available to a tech player, so learning the schematics and then making powerful items/weapons out of them made you choose between investing in attributes, skills and statistics and the tech schematics themselves - as opposed to most RPGs where you get this guaranteed selection of +1 to +5 weapons over the course of the game. Plus you had the found schematics which you needed the attributes for.
Done bad:
Skyrim. Just craft to lessen the time it takes to kill stuff. If they had introduced crippling sun damage for vampires and got you to craft daylight rings that minimised the damage, or explored werewolves actually being powerful and requiring silver...
Modding weapons: Deus Ex, Fallout:NV.
As above, you just killed stuff quicker, or invested in the mod to replace investing in the skill.
Believe it or not, I think King Arthur: The Roleplaying Wargame was onto something with magical items, and it introduced randomised crafting in the sequel. But the first game made your characters more powerful using the environment: the terrain, forest, a spell for fog or a storm. So it did what a lot of RPGs fail to do - it made me choose to equip items that only made me more powerful under certain conditions instead of all of the time. Which is where late game boredom usually comes from; characters that are too powerful for the endgame.
So if developers start to give us crafting that we have to invest in over the course of the game, and then use the environment, the economy, and the setting to provoke appropriate choices in crafting to work with character development (instead of being an alternative to it) instead of randomised loot that just makes your build damage a bit more until you get the best weapon (energy sword in Deus Ex, dragon material in Skyrim), it might even solve the broken economy and late game powergaming typical in most games.
Sooo ... tell Saywer I just solved it.