I love crafting systems. I've liked them in most games that have them. My favorite two are probably Skyrim and Dragon Quest XI. Skyrim's crafting system is super open with enchanting. You could make gear with the enchanting system that was very unique to your character. Smithing was fairly linear, but it was always the path to the strongest weapons/armor you could have available at the time. Dragon Quest XI's crafting generally the crafted items were the best equipment you could have at whatever point you were in the game, and in addition to that, was the only way to get +1-+3 Items. For items you found/bought, or ones you had made that were a lower plus, you could always use perfection pearls to try again to get a higher pluses. In addition, it had a really fun minigame associated with it. Also, the thing you are missing @Tai_MT is that making enemies drop materials gives the player choice. If you have 3 metal ore and 1 beast hide, and you can make a helmet and a belt with it, or a chest piece, then you get a choice in what equipment you are getting. If I just make enemies drop it, its no longer a choice, its just "Here, have this". And a lot of games let you buy crafting materials, just probably not the highest end crafting materials. I know in DQXI there is actually a point where you can buy the materials for Feather Hats, and that the Feather Hats actually sell for more than you can buy the materials for. In addition, isn't most of RPG challenge just busy work? Isn't going to that extra dungeon busywork? Aren't most encounters busy work? Grinding is busywork? Might as well just make the game a straight line to the boss where everything you need is handed to you on the way. Crafting gives a lot of player choice, and another form of player progression outside just XP/Gold. When implemented correctly (and very few games do it actively badly), it let's people choose where they want the resources they find to go.