- Joined
- Jan 8, 2020
- Messages
- 57
- Reaction score
- 83
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- English
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- RMMV
All right, I'm with you there. I think it was soooorta okay I guess to need a wiki to go with your game when it was just Minecraft, but when every game got into it it was like... there is not enough room in my brain for all this, just tell me the recipes.I think the crux on whether or not I like a crafting system is how tedious the gathering portion is.
If each piece of gear clearly explains what I need to gather and gives me a good heads up on where I might gather it while at the same time not wasting an entire afternoon to do said gathering, I like it.
If I *have* to resort to an online wiki or guide and take up most of my day's gaming time just to craft a few pieces of gear...yeah think I'm gonna start to drift away from that game.
Also a small extra thing...if the game has crafting I want that to mean something. I don't want to craft a cool new sword and have it immediately invalidated by opening a treasure box with a better sword. This is a big problem with buying/finding gear in a lot of games as well. Why did the game just allow me to spend 30% of my gold on a shiny new toy if I'm going to immediately find a better one two minutes into the latest dungeon?
As much as I love crafting, I think the game should outright tell you how to craft. It can make finding the recipes part of the fun if it wants, but it should tell you.
Side note, I'm reminded of Ni No Kuni. That game had the idea of coming with a physical spellbook (and later on a digital one, because printing costs) you could use to consult for various magical things. I really enjoyed that. What a super cute way to hand the player a guidebook without breaking immersion. Not to mention that when it's done right, it's actually sort of fun to explore the book and look for what you need. More games should do something like that instead of just saying "wiki it."
I also totally agree with not wanting items to be invalidated. That's always frustrating, no matter what's going on. But I think that's pure bad design, not a problem with crafting systems. A good crafting-focused type game would never just hand you a powerful sword already made- That big special treasure chest would contain a magic stone that could upgrade your existing sword, or it would have one of the three needed blocks of unobtainium to craft the ultimate sword, or it would have the blueprint for the next sword you need to find materials to forge, or etc.