Crafting has been spreading in mass-scale games for several years. I have the impression that this happened after the success of Minecraft, which inspired many game developers to implement this feature in their productions. Today we can meet him in the main in survival and MMO games, but tagże in shooting, Erpegach and even strategies. Crafting has leaked even beyond the game to places like Steam, where we can generate badges. There is only one step to return where he came from: to craft workshops.
The very purpose of the crafting implementation in games seems quite simple. The introduction of this mechanics can significantly increase the time of the game, because the player will have to collect the appropriate materials, create something, think and plan their actions. Crafting greatly enhances the player's abilities. It usually improves its strength, adjusts the tool's data to better fit the game's needs or style. Finally, it can also allow the player to meet his creative needs.
I am familiar with a few approaches to solving the issues of crafting in games.
We can give clear information to the player about what items he will need to complete a particular item. We could see it in action, for example, in dungeons of Dredmor. The big advantage of this approach to the topic is the affordability of the player. It is able to understand it quickly, which is not torn out of the world to familiarize yourself with some additional information that appears somewhere outside of the game. However, this solution also has a certain disadvantage that comes directly from its advantages, i.e. simplicity. The player gets everything given on the plate. This problem can be compensated by the system, which will gradually reveal new features to the player.
Leads us to the next approach to the issue of craft, which is to allow the player to produce the item only after it has acquired the appropriate recipe. We could see it in Wow and in FALLOUT3. In addition, World of Warcraft introduced the crafting leveling mechanics, which prevented the opportunity to quickly learn the most valuable recipes. The level of crafting skills is also present in the Guild Wars2, but here new opportunities appear automatically, without the need to perform additional actions. According to me, as in Wow and in GW2, crafting was made in one of the worst possible ways. Thousands of players are forced to produce tens or even hundreds of items, which will be completely redundant during the game, only to achieve an appropriate level of skill that will allow them to unlock these few useful options. In addition, this mechanics is limited by the fact that the best possible items do not come from Rzemieślnictwa, or rather with raids. Slightly different to this issue approached the creators of Lineage2, where the best weapon could be produced, but it required a lot of effort. In addition, in this game we can see the introduction of a chance to create a successful item, which, however, did not make the wydropienie it easier than crafting. Similar mechanics with a chance of success existed in MUonline. But in him we could completely lose the item we wanted to improve or change into something else.
Mentioning MMO games again. Crafting brings the world there to an interesting thing. One person is practically unable to expand all the crafts to the maximum level, which will have to communicate with other players in order to get what they just need. Social interaction is very beneficial.
Clinging are referred to as MMO games, they suffer very often on a syndrome of material levels that are used to craft items. Let me use this hapless WoW for example. At the beginning of the game used copper, then tin, iron and so on. Unfortunately, when we start to use a better material, the weaker we are now practically redundant, which is neither realistic nor well-influenced on the economics of the game. This was well done in EVE, where low-lvl materials are still used in large numbers by high-level players.
When we are on the subject of materials used in crafting…. I often met with situations where I knew what I needed to perform an item, but I had no idea where to get the raw materials. This meant that I had to jump out of the game to reach information in the wiki or in some other source.
I have a little… Let us return to the issue of a general approach to crafting.
Terraria has a craft system slightly different from other games. In this production there are tens, hundreds or maybe even thousands of items that we can produce. It would not be easy for a player to become familiar with so many recipes, especially when he also needs to remember what position the craft will need. It was decided here to show the player only those items that can perform at this one specific moment, when standing next to the workshop (or anything else) and has the appropriate resources in the inventory. Unfortunately, these things are so many that even having the crates of the right things, we may not be aware of the fact that they can do something more interesting.
Likewise, and even worse, the case crafting looks in Minecrafcie (skipping the console version). There we not only need to have the necessary materials, but also to know how to arrange them in the craft window to give us what we want. Of course, the creator of the game can hope that the player will try the method of trial and error, but do not deceive yourself, the players are lazy and sooner zerkną to the Internet. The Craft in MC, however, has yet another bottom that is not so obvious. In addition to the usual crafting of items, players can produce machines, computers, or other very complex tools. I think this is just the crux of the craft in this game.
Another approach to the topic I would call: all with everything, which is always right.
This concept is that virtually every object can be combined with every other, always receiving a result (though not always good for us). The manifestation of such an approach can be seen in roguelike games such as the Binding of ISAAC or Madness of Little Emma (I realize that it is not a craft in its pure form), where each of the items found by us modifies our character in some way Or weapons, often giving unpredictable results. Probably only in Morrowindzie Spellcrafting gave such limitless possibilities, and this is probably due to the problems posed by such an approach to the problem. It requires very often impossible to determine the effort, and on the occasion of the results that players can achieve by producing items is hard to predict, and hence, it is difficult to balance such a thing.
An interesting form of crafting can be found in a game such as RoboCraft or Space Engineers, which offer us some 'małe bricks ', which we can use in any way to produce practically any thing.
The last form of crafting (a little naciąganą), are all ointments customizery. That is something we can see in the game GearUp in which the available list of elements create their own vehicle or impossible creatures, where the same, from the available list of parts of bodies create some monsters. The same can be found in Kerbal.