Falksi
Arcane
I mean jesus christ, in what world am I supposed to look at this
and get excited or care?
Geralts beard.
I mean jesus christ, in what world am I supposed to look at this
and get excited or care?
half of the witcher 3 crafting materials weren't even used for anything at allI mean jesus christ, in what world am I supposed to look at this
and get excited or care?
half of the witcher 3 crafting materials weren't even used for anything at all
the entire thing was horribly designed
You gamist fucks can only think in terms of challenge and immediate fun. Crafting does not exist to challenge the player in any way, but to justify interactive worlds where every mundane item can serve a purpose, so the world can feel more real (a simulationist concern). Having metal scraps and animal hides being more than just vendor trash was the whole point of crafting in games like Arcanum and Morrowind, and it worked because their mechanics, ingredients and schematics said something about their respective worlds. This is also why it doesn't work in Oblivion and latter Bethesda games, having flora and fauna there just as an afterthought and magic effects exceedingly nerfed, crafting no longer made sense and became busywork.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.
Alright we're 9 pages in, said all we can about crafting. Let's talk about the true bane of gaming: Rafting. Have you ever played a game that made you gather parts for a raft and thought to yourself "I am having fun?" No. No you have not.
You gamist fucks can only think in terms of challenge and immediate fun. Crafting does not exist to challenge the player in any way, but to justify interactive worlds where every mundane item can serve a purpose, so the world can feel more real (a simulationist concern). Having metal scraps and animal hides being more than just vendor trash was the whole point of crafting in games like Arcanum and Morrowind, and it worked because their mechanics, ingredients and schematics said something about their respective worlds. This is also why it doesn't work in Oblivion and latter Bethesda games, having flora and fauna there just as an afterthought and magic effects exceedingly nerfed, crafting no longer made sense and became busywork.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.
Crafting by itself is shit, we can all agree, and especially when it's just a "mee-too" skill like in PoE, or when developers try to justify simulationist concepts from a gamist point of view, like D:OS with its "craft different meals for negligible combat boosts" minigame, completely missing the point of the baking bread mechanics from Ultima VII. But it can work when it's part of a whole instead of an encapsulated minigame.
Crafting often has a slow progression in grinding until it finally becomes the preferred method of procuring weapons. Behavioral science shows that most humans trend toward things that give fast and quick reward for quick acheivments. This is why games like hearthstone and LoL become so popular.
Crafting is literally the direct opposite of that. You start out with forgettable shit until you grind the skill to the point it becomes OP. It's not suprising most people and even codexers will not care about such a mechanic.
"Kitchen sink" design is always crap, period. Try to throw in everything you can imagine and you end up with garbage like Watch_Dogs. Any system the purpose of which is to "justify" aimless, unfocused committee design is bad. Bad bad bad. You have failed to answer my question in a positive way.You gamist fucks can only think in terms of challenge and immediate fun. Crafting does not exist to challenge the player in any way, but to justify interactive worlds where every mundane item can serve a purpose, so the world can feel more real (a simulationist concern).What would "doing it right" look like? What would the challenge to overcome be? Describe the gameplay value of crafting "done right".
Yet you still play old shit like Thief.Crafting often has a slow progression in grinding until it finally becomes the preferred method of procuring weapons. Behavioral science shows that most humans trend toward things that give fast and quick reward for quick acheivments. This is why games like hearthstone and LoL become so popular.
Crafting is literally the direct opposite of that. You start out with forgettable shit until you grind the skill to the point it becomes OP. It's not suprising most people and even codexers will not care about such a mechanic.
Also, repetitive grind is shit in general.
Didn't you left for good after being mocked for inhuman stupidity?Yet you still play old shit like Thief.Crafting often has a slow progression in grinding until it finally becomes the preferred method of procuring weapons. Behavioral science shows that most humans trend toward things that give fast and quick reward for quick acheivments. This is why games like hearthstone and LoL become so popular.
Crafting is literally the direct opposite of that. You start out with forgettable shit until you grind the skill to the point it becomes OP. It's not suprising most people and even codexers will not care about such a mechanic.
Also, repetitive grind is shit in general.
A leatherworker usually gets his hides from a tanner. A blacksmith from the mine or refinery.
I have no desire to pick up shit everywhere... especially since most complex crafting system have
often way to much shit to do, glasblowing the flasks for potions? Really? And my character can
do anything?
If a game was designed in a way where i could just send my slave to get me shit i might like it...