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For the sake of argument I'm disregarding the "does this fit with the gameplay" argument, since we're assuming a scenario where it does (and really very few games have _zero_ means of fitting in a crafting system)

So, this is something I've been thinking about - should I provide some for of crafting system for my game, or should I just provide opportunities for players to purchase things more often or more gold drops, etc.

I've seen all sides of the crafting system, and in single-player games, especially early on, I feel like it's a waste of time and inventory space (especially in games where you start with a tiny inventory and upgrade it with more/large "backpacks" or w/e) I understand that it "increases play hours" and it gives players a means of obtaining items that can't be found in stores, but those can be solved with hard-to-find shops and treasure-chests, I can also see the "it gives players more gold by crafting/selling items" but that can be solved by increasing gold drops from enemies. In fact the only argument I like is that it gives more meaning to grinding XP - you can also bring craft items while you lvl up. 

So, what are your thoughts on crafting systems? Are they expected these days? Are the over-rated? or perhaps there's a happy middle ground some of you have found?

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