Some comments came up in a previous post here about crafting and that posters blog is tracking our bits of the conversation..here...
But, lets take this subject of crafting and discuss it for a moment in detail.
In my comments I alluded to the fact that PvE and Crafting seem to go together, and then even used the dreaded "Casual" wording.
I first need to retract that as I found this blog post at Mobhunter.com. It clearly states....
"In truth, dedicated crafters are every bit as hardcore about what they do as raiders are, often spending just as many hours each week fixated on their trade. While in most games crafting is something that can be done in one’s spare time, it can also be the complete focus of a person’s online experience."
Which makes me think of Stargrace, who is a hardcore crafter. (/wave)
So, is Crafting really a PvE based system mainly?
Shamutanti at Breakdown states in his comments...
"Crafting is a different issue. In my mind crafting isn’t PvE/PvP/RvR but its own separate section and in truth I would happily do away with crafting all together."
And the mind started to wander over this.
What has crafting been like?
EQ2 right now I consider to be the most interesting crafting system in any game, and is somewhat mirrored in Vanguard. Yet, one is like a mini game and the other is more detailed.
The system in place is well made for a dedicated Crafter.
Yet, why is it that every game since EQ2 relegates crafting to a non-consequential system of either not being well thought out (WAR) or not even available until midgame (Age of Conan).
Why has no one taken the EQ2 system of crafting and worked on this mechanic to enhance it, and instead go for the simplified systems of WoW.
I noted in my second round of Age of Conan, I decided to skip the crafting system.
The way it works in AoC is starting at Level 20, you may enter dedicated instances for resources. You do quests that help you gather specific items like wood, stone, cotton, etc.
Once you have mastered these you then must wait until level 40 before you may even craft an item. Then you are again forced to wait another 10 levels to gather upper tier materials for building guild keeps, armor and weapons.
The first time I played it seemed fun, because as you enter these instances, and gather, you have a chance to be attacked by prospectors and other animals (bears, etc..) while in the wilds.
And the crafting itself took the "drop items into a link and hit craft button" approach.
Fairly straight forward.
But, AoC was the first time I saw my disconnect with crafting.
Same in EQ2. At first it was VERY cool, but as it took longer to do and became more detailed, I was done.
But Conan really hit it home, because the second time into the game, I was not even interested.
I was having more fun adventuring.
Now, lets step back and look at an alternate system.
In this system, you can ONLY get your armor through crafting shops. You MUST gather the materials needed to make your new armor...armor NEVER drops in the world (unless it is a piece of broken armor from a mob).
Then the way this worked is you broke down various "junk" loot as you find it (as you have limited bag space anyways...who has not dealt with that?).
This then goes into stacks of material that can be placed in storage in town in a special section just for these materials.
Once you reach the goals for the armor, you could take the materials to a crafter and get your armor with a small fee.
With this system, you become unaware of the crafting system as it becomes part of the adventure, and is very simplified by just taking out the silly "drop items into a link and craft" system.
So, we have two systems described here.
Basically our "How" of this subject.
Why would I consider crafting to be PvE. Especially when PvP/RvR can use it.
Maybe the answer is in Shamutanti's comment. "Get rid of it".
Would he consider himself a PvP'er? or PvE'er? Yes, he can play both, but would he play JUST a PvE based game?
I am hoping maybe to get the PvE crowd to chime in more on this subject.
But, as a PvE player, we must look at the meaning.
Player Vs. Environment.
The player tackles the environment or setting of the game, and when we look at crafting it is just a another "piece" of the environment.
I think this is why it is usually associated with this type of player.
PvE players also look for the game to entertain them, and as such it makes crafting a part of that game "entertainment".
I still honestly believe we can make the argument that crafting is a PvE mechanic.
If we look at the PvP player, they are expecting another "player" to entertain them. The game mechanic exists for players to "fight" each other. There is no "crafting" competition among players (even though one could argue this point by stating the Auction Houses and Brokers are the battlegrounds of the crafter as they fight for the other players money...lol).
This is why I continue to stack the Crafting into the PvE game systems.
Ok, so I have swerved off track quite a bit here with so much discussion.
Lets look at this, and let me ask you, the smartest part of my blog...the reader.
Why does crafting even exist?
Maybe we should ask, why do we need crafting?
Who decided crafting must exist for the game to be an MMO?
Can you think of a better way to do crafting in game? Or do you like it as is?
And which system is your favorite? and Why?