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Crafting in your Game

Suffolk

Villager
Xy$
0.00
What are your feelings about implementing crafting in to your game? I like the idea and feel it adds to the game play.

What about items in your game that are only acquired by crafting? I like this idea some, but players who dislike crafting won’t do it and could miss out on getting that really cool item.

Which leads me into, what do you think about crafted items being stronger that items that are normally found in the game? I can understand that if you had some “end-of-game” legendary weapon, it would be the strongest, but up to that point I like the idea of player crafted weapons being stronger.

Your thoughts?
 

MistyDay

Adventurer
Xy$
0.00
What about balance, some are stronger some not :P
Orrr what about make crafted items little variable - random bonus ( some will get it some not )
 

Suffolk

Villager
Xy$
0.00
I guess one avenue of balance could be the fast that the Iron sword from the vendor has an attack of 5, the Iron Sword from the dungeon has an attack of 6, and the Iron Sword crafted by the player will have an attack of 7. With this thought pattern, the player can start out buying his gear, then hunting for better gear, while at the same time collecting resources in order to craft the best gear.

As the designer of the game, you will force your players into crafting gear in order to get the "best" gear. Is this something you like as a game maker, or what about as a game player?
 

MistyDay

Adventurer
Xy$
0.00
I think I would make some usuall of each kind what would be everywhere (buy, find or craft) then little rare and little more powerfull (buy, find) and special (crafted only - what would have random bonuses if you would be lucky)
I think ill use something like that in my game someday. But my current project is noncombat adventure, so I have no skill in this :D
 

Myzt

Towns Guard
Please....if it's crafting...atleast have a NOTES/guide section about which items crafts what(ya know requirements) and where these requirements are gained from(this literally needs a wiki/ingame exploration encyclopedia atleast). To not mess-up the player's brain on which/where to get these from and make it not too tedious but still enjoyable to a certain extent...

This is coming from me as a game-player who played past Games(PC, console , even mobile RPGs)...Good Lord ,crafting can be crazy and complicated at such times xD

(Ahem, I even made my own craft materials notes in RPG Justice Chronicles x3)
 

Suffolk

Villager
Xy$
0.00
I agree. Documentation should be key in any game that introduces crafting to its players. I also like it to be intuitive enough that players can figure the requirements out some what, as well as the locations to acquire those resources. Like wood comes from trees.
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
Surprisingly my current game in development has crafting and at first I was hesitant on doing such a thing because it does add complications and much more work but I'm very glad I did and I kept it very simple. Almost all the named of the items crafted have the names of the main ingredient needed. So literally Orange Juice is 3 Oranges and water, same for apple juice and pear juice. I also allow the player to be able to purchase all the items craftable at a store so I think crafting is fine as long as you keep it simple, don't have epic recipes for items and make them unattainable unless you craft. Keep all possibilities open and available for all styles of play.
 
If I were to do it, I'd be very careful to ensure that I run on either a system that all things are crafted (Terraria, MC) or that most things are crafted but can also be found in the world (Fallout 4, Fallout Shelter) because if you have a situation where things are found in the world and are nearly impossible to craft as they require lots of rare items (Pillars of Eternity, a lot of mobile rpg games like Inotia) you may as well just not have crafting at all. In Pillars, I'm playing on Normal (I think) and I haven't touched crafting or enchanting as I'm not getting enough funds or items to justify it. As an example, a healing potion requires some sort of copper wire (it looks like a copper wire, I don't recall what it is) and besides one segment in the game and perhaps some shops, I have not found any actual source for it.

Fallout 4, though - I'd happily craft on it (if I had the game lol) as most things are made from junk + a crafting perk. There's lots of junk all over the world, and I think vendors have plenty too. Even if they don't (I don't have the game to check) when mods come in via the GECK, such a merchant can easily be added. Because enemies respawn, caps (money) will be limitless (again, Pillars is finite in this regard from what I have heard!) and so this makes it easier to accumulate said crafting materials.

Basically what I'm saying is that if you're gonna have crafting, make it super easy to use. Don't have like, a rare weapon that can only be obtained by getting 3 other rare ingredients. More often than not, it just isn't worth it so the player will ignore it entirely. I still don't have the Terra Blade...
 

Suffolk

Villager
Xy$
0.00
I like the idea of making the items available in game, but making crafted items better. The wooden sword you buy has an attack of 10, whereas the Wooden sword you find in a dungeon has an attack of 11, and the wooden sword you craft has an attack of 12.

I agree that gathering the ingredients should not be too hard, yet not too easy either. If something is to have a higher quality, I feel the player should have to work for it. The reason I like to have crafted items be stronger/faster then store bought items.

The same is probably true in real life. If you build something, you tend to put more into it and the quality of that items tends to be better overall. I do not think things should be exclusive to crafting, but it may add a level of desire to an item.

On that note, I like the idea of using crafting to increase the stats of an item. If I find a new helmet in the dungeon that is better than what I am wearing, and I take it to the local blacksmith station, I can add materials to the helmet to make it better. Although I did not initially make the item, I could use crafting to improve upon it.
 

ejronin

Villager
Xy$
0.00
What are your feelings about implementing crafting in to your game? I like the idea and feel it adds to the game play.

What about items in your game that are only acquired by crafting? I like this idea some, but players who dislike crafting won’t do it and could miss out on getting that really cool item.

Which leads me into, what do you think about crafted items being stronger that items that are normally found in the game? I can understand that if you had some “end-of-game” legendary weapon, it would be the strongest, but up to that point I like the idea of player crafted weapons being stronger.

Your thoughts?
Crafting is and has always felt like an excuse to focus on superfluous activity, to me. Often, I feel like the activity is a means to distract from the real emptiness of a title. Crafting, in my opinion should be an afterthought and relevant to characters which have an understandable need for it. Creating the need simply to implement it is, in my opinion, poor design philosophy and worse stage for execution.

It always plays out like this in my head:

"Our heroes have trained hard and fought tirelessly to rid the world of whatever the setting is. Every town has someone that insists upon the importance of the overall mission. Some heroes lost loved ones, they fight for a cause.... which is in no way given value by crafting things. You know who trained hard to craft things? A Smithy. is my hero a Smithy? I didn't think so either so why am I chasing all these parts and seeking otherwise irrelevant people in the game to do it? Thanks for the chores, mom..."

I loved Dragon Age: Inquisition for many reasons, but crafting was a bad move. While the consumers liked it and it was a good move in a business sense it eroded the sense of time and distracted the player from the overall goal. Some feel this was good because it gave players a break from the normal routine. Sure, but if you make a game players need a break from - it might be time to rethink aspects of the game. With the title, I found myself being sucked out of the story and while it lessened by the playful banter between characters (on repeat, after a while), it still made me question exactly how important the mission really was and why I was hunting down material to make things that didn't' really impact much more than minor aspect of play-style. Fun, at first - sure but it got old and useless quickly, especially since you can find equivalent things and explore abilities more thoroughly without crafting.

I loved the Witcher for many more reasons and in this title crating was well executed because it was relevant to the setting and character needs. It was reduced to minor field salves and potions the character was already setup to know and use regularly. Crafting weapons and armor required reforging existing weapons and networking with the right people with appropriate skills. The ONLY complaint was that it broke the sense of time because in the back-end, there was pressure to solve the initial problem. Yet, without the pressure there's no real reason why the character wouldn't let it fall to another... so, win some and lose some.

I get the objective of crafting and I understand the value of implementing it in limited quantity and context, but fine tuning it can be cumbersome. For it to be robust requires a very large database of item combinations. Too simple, it's pointless; too robust, it's a distraction from the point.

To be fair, I'm a "does the story drive the mechanics or does the mechanics drive the story?" kind of guy with an aversion toward the latter, and RPGs are in this mixed state where the lean to the latter to reinvent the former.

Thats just my exhaustive 2 cents
 

Xyphien

Owner
Staff member
Administrator
Resource Team
Xy$
9.57
I tend to allow this in my games, however, when making it, it is a huge hassle on my end, but in the end it works out for the best. I'm unsure about having crafted items be better than all items in the game, however, allowing different areas to be able to craft different level of items in the game is something I find better. You can either buy, or find an item along your journey, or you can craft them. I often times make crafting a little less valuable than items you find when exploring, but more valuable than the items you buy from the store.
 

Macro

Pantologist
Xy$
0.00
If I made crafting, I'd make the game dependent on it or not at all. Most of the time it's a hassle for me both ways (playing or programming it).

JRPG Games like (the newer) Tales, imo, did it terrible, because they force you to craft. I don't like searching for random drops and wasting my time. I prefer items to be found while walking on a map. Star Ocean handled it nicely because they did that. Star Ocean was probably my favorite crafting (and stats) game because you could do some really cool stuff with little hassle.

JRPGs like the Atelier series was a crafting NIGHTMARE for me, and I'm almost exclusively an alchemist enthusiast in ALL games. Having so many material "grade levels" was the, imo, worst idea ever made. I don't made having normal, rare, super rare (like WoW), but rating a material from 0-100 and basing rewards and item quality on it was a HUGE pain in the tail. Also, they added "grade decay", which makes items get worse grade the more you wait, and that seriously pissed me the heck off.

Fallout 4, imo, did it great, however, since one can still find good weapons, but if one really wants to kick some radiated butts, they have the option of crafting.
 
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LTN Games

Master Mind
Resource Team
Xy$
0.01
For my game I only have the crafting about 80% finished so mechanics may change but about 90% of the items you need to craft are found by simply gathering ingredients on the map, as well as the very common drops from enemies. All these ingredients found and dropped can also be obtained by purchasing them at a speciality store in a town, all of these collected ingredients have their own effects just on smaller scale. Basically, I make sure you can craft and do it easily, I also make sure that the items being crafted can be purchased as well, so in the end if you want to craft you can but its unnecessary. Being able to craft will be great in my game if your half way through a dungeon map with no stores and you need some potions.

Basically, this is how the strength of health items are done,
Apple = Restore 15HP
3 Apples + Water = Apple Juice and will restore 30HP
Apple Juice+ Rose + Golden Root = Apple Cider Shot and will restore 60HP

Basically, you will always have something to heal you and you can either settle for eating an apple or go the extra mile and create Apple Juice and so on. When designing the crafting in my game I just made sure that you can either use it or not and it won't effect the gameplay at all.
 

BlueByt3

Villager
Xy$
0.00
Hello, very interesting question. I havent read all the posts, because I'm kinda lazy when theres a wall of text - so let me put my input on this here too.

Crafting is very interessting. But what is its purpose? Obviously its either to prolong the game in its process, to reward the player for greater efforts (and to save his money for something more valueable not craftable) or to justify some realsticnes by not just dropping diamond swords out of slimes.

I guess most of the posters are right - you either go crafting ALL-IN or you leave it. Halfhearted crafting is just waste of time for players.

You can:

Make drops to NEVER be ITEMS but standard ingredents. A crafting skill level that increases via (exp? game progress? etc.) can allow the player to get the weapon he progressed towards to.

You can do a mix where u always get like "crystall shards" to form "heavenly weapons" all of the time - but no Iron, Diamond or complicated 10000 of items to find on the list + standard drops/loot from monsters.

You even can use some mechanics Like CRAFT-POINTS (CP?) to use as ingredents to enable the crafting of certain items.

You see what I am getting it? Don't broaden up your game into everything but nothing in particular. Just use something interessting that makes sense to your game. Every player loves diversity, customizablity and the strive for more power. But if u have to go into the forest to get 5 wooden sticks out of 10 slimes and then walk into the city to make a wooden sword ...then u realize u progressed to the next city and they only have iron swords here - bla.

Implementing something like this has to be bullet-proof. I guess i made my point.

BlueByt3
 
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