


You push a button to collect the resource. You go out to a resource spot (or kill something that drops the resource). Most games that follow this design path for crafting dangle shiny rewards for becoming a skilled crafter, but those are simply a carrot to make you want to be a high-level crafter, not something that would make you want to CRAFT. At no point in the crafting process is the task actually engaging or interesting - it's the Ikea of gaming, insert Tab A into Slot B, and you've got a sword. By and large, though, most games follow the pattern laid down by Ultima Online and Everquest - Gather materials, push the Craft button, wait some time, get back the end result. There are almost as many different ways to implement crafting systems as there are games. Note that some of this is opinion, some is observation, and some is fact I'm not taking any special pains here to separate them for the moment.Ĭrafting should be entertaining and interactive in its own right, not merely a means to an end.

So, since I'm an opinionated bastard, I decided to set down my thoughts on the matter. A side discussion sprang up in another thread about crafting, and what makes for good crafting in an MMO setting.
