Late Night Crafting
Thoughts on how to make crafting the best. Also, I have read wiki, I know some of this aligns with stated ideas already, but I hope this will expand on the communities thought process and hopefully give an added suggestion/way of thinking about your systems. Also also I know I'm tardy to the party with the crafting subject in the Q&A, but I spent like 2 hours trying to write this and I just got the ideas tonight.
I was recently thinking about craft and to be honest I’m not sure why, but I thought about why crafting could be so different from game to game. Skyrim’s crafting is about as basic as it gets and honestly if you find that fun and rewarding great, however I don’t think it’s winning any awards. On the contrary I for some reason no lifed WoW cooking for basically no apparent reason and was having the most fun I’d ever had in the game… for all of a week. Don’t get me wrong it was great! However afterwards I just kind of felt that I experienced it all. If I needed it for fun, RP, or raids I wouldn’t mind farming it, but it wasn’t quite the same. So thinking about this lead me to think about crafting and make an in depth “essay” on what I believe to make crafting engaging and rewarding. So buckle up… this is probably going to be a long one.
The first thing I think should be tackled is how you craft. Obviously I don’t think you should remove the fetch quest bits (going out farming deer or gathering berries or fishing), but when we come back surely we can do something beyond pressing the “craft” button. FF14 makes this interesting with it’s synthesis mini-game although it’s not much more than knowing which skills to use. Perhaps this could be improved upon, but I’m not going to act like I know better than their designers, especially when I only really leveled a single profession. So I thought why not make it a simple mini-game and set out to find something simple, yet engaging. And I’m sure I didn’t find them all so if you’ve got a suggestion that could work please share (but remember this is an alpha and meant to be supplemental… we don’t want them to have to waste a few weeks coding the thing).
Quick note from future me: The following paragraph is merely a suggestion and I’m not saying some form of mini-game needs to be added. It’s simply something I feel could be more engaging since you can actually influence the process.
The first things that jumped out as really popular were racing, fist fighting, and puzzles and while puzzles could be interesting I worry that would/could fall into the FF14 problem. I encountered a few unique very niche games that wouldn’t exactly fit then the more complex ones like Gwent. Again these are a little too much. The morrowind persuasion minigame was another idea, but it felt a little too simple. I imagine trying that on repeat for a few hours and *shiver* no thanks. Sudden flashbacks caused a fit of terror when I remembered that the wii and mario party exist and Jesus Christ, why did I just skim through two hour plus videos for this random thought I had? Unfortunately all this did was help me narrow down likely candidates. I believe the only applicable mini-games would be time based/rhythm, spamming, or clicking targets. However I’m not sure the clicking bit would make sense and spamming would get old. After looking into this the winners I think I found for the most consideration came from… Yakuza’s karaoke (I know) and Red Dead Redemption’s Five Finger Fillet. Personally, I would say RDR’s game of quickly pressing buttons in order would be the most effective. It’s not complicated, you could easily adjust difficulty, and allow actual skill to enter the process. Furthermore it helps lower time gating from a rhythm game, because the better you are the faster the process. Add in random orders of preset buttons and suddenly even macros would be nearly impossible just based on how many combinations there could be.
Now that I’m a full word doc's page in let’s talk about progression! You know what doesn’t make sense? Me not being able to use a certain kind of ore, because I’m not skilled enough. You know what *is* really cool? Being able to specialize. I’ll return to skyrim for this bit, because I think it’s perfect. In Skyrim you've got every skill tree available and even if you just leveled up your two handed you can increase your healing magic. I don't quite like this but If you’re constantly forging swords you can reward players with a simple skill tree with points for say just making metal swords and not being able to put that into wooden clubs. Another idea for skill trees is to allow players to substitute materials/ingredients. For example using steel instead of iron or thick cotton (like with gambesons)instead of leather. Separately you could have a passive set of general skills like faster crafting, chance for higher quality, or just straight improved quality. Or even go full Dragon Age Inquisition and make different materials/ingredients give different effects… although that might be standard with cooking and alchemy.
Another important thing is customization. That said I really don’t feel the need to talk with this though, this is pretty much purely how in depth they’re going to make it. Obviously more is cooler, but that doesn't mean we need 20 options for a hilt and equally as many for the five other parts for one piece of gear.
Finally, I will end with this and I am aware this will not be applicable to all professions, but building up is one of the most rewarding bits of crafting. I tell you what I HATED making 6 separate dishes in Pandaria just to make 5 of those noodle carts, but guess what my favorite item is in game. That’s right Thunderfury Blessed Blade of the Windseeker! But the second is the noodle carts. This actually brings up another good point, please try to give some flex potential with showing off your skills. Obviously the gatherers can’t really and the smiths will by nature, but really I’m just asking for a noodle cart equivalent STEVEN PLEASE! It doesn’t have to be out at launch. I just want a food cart or something. Point is, that cart was damn near worthless, but it felt good cause you knew how much work it was and you got to flex having made it. Plus it was just fun. Even if you weren't RPing, just going out and using one was just awesome. That’s the peak in crafting because you can be just as if not more proud of doing that than some or even most content if hard enough and have recognition from others while potentially even helping them. Just to make sure it’s clear part of the reason why it felt so good, was every dish you made gave you a specific sub-skill-tree to level. While this isn’t necessary you did have to create several separate (also high quality) items, or dishes in this case, to create a “super item”. Again, you’re probably not going to be doing this with swords, but you could do it with ore purity. Add in that little challenge atop of crafting and I think you’ll have an incredibly engaging, rewarding, and satisfying crafting system.
Final thought after rereading wiki: I like the idea of different quality work stations and anyone who read through all that thank you and please feel free to rip out my heart if I said something stupid, unless it's about noodle carts being the second best item in game because I will reply in a strongly worded fashion!