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Crafting Is (Kinda) Pointless 

Razbuten
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I am back at it again with a video examining (read as complaining) a game mechanic that I think is underutilized in games. This time it is crafting. The idea of crafting in video games really appeals to me, but so often it ends up being used in ways that make it feel a little pointless. In this video, I try to take a look as to why, and also ways I would like games to try to address it. So this is my talking about why I think crafting is (kinda) pointless.
Twitch: / razbuten
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Twitter: / therazbuten
Edited by Isaac Holland: / drazgames
#Crafting #ConsumableItems #GameDesign

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28 сен 2024

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Комментарии : 3,9 тыс.   
@razbuten
@razbuten 3 года назад
It is me, Razbuten, back at it with another "This Thing About Video Games Bothers Me" video. I hope you're all doing well, and let me know what you think about crafting. How would you like to see it used in games? Would you even like to see it used in games? Also, how is your day?
@mahjonglegendISLAM
@mahjonglegendISLAM 3 года назад
I am awake with blood in my hands Kinda good morning to me today
@ZeppelinGames_
@ZeppelinGames_ 3 года назад
I think Subnautica is a prime example of crafting done well. As discussed in the vid I really had to think about what I needed at any given time and it provided a self implied value to everything. I do like the minecraft crafting system to some degree as you actually have to remember recipes (previously). I would love to see a game in which you can craft with undefined item results. E.g. you are able to just tie different things together placed out on a table to ‘combine’ the two objects into something that is able to be used combining stats of the 2 items. This would bring up a lot of issues within the games mechanics and systems but is an interesting concept. Also my day is going alright :)
@fantasyconnect
@fantasyconnect 3 года назад
Tbh I agree with you, as a Spider-Man fan I far prefer unlocking suits through challenges, like in the older games. Crafting just destroys things and makes them less fun when put into places where its unnecessary. Edit: I mean, Peter is a materials/Bio-medical technology scientist, building suits would be dope if it was more involved and not just holding the X button. And it would make a ton of sense.
@jnhzrk6841
@jnhzrk6841 3 года назад
Pretty good day. How was yours?
@elipetrou9308
@elipetrou9308 3 года назад
Not bad, thanks for asking
@Cyfrik
@Cyfrik 3 года назад
There's also a very high difference in excitement/satisfacton level between _"You beat Ignitorax, the Fire Mage boss! You get Inferno, the Flame-Sword as your reward!"_ and _"You beat Ignitorax, the Fire Mage boss! Your reward is 16 Fire Gems that you might be able to use to make or upgrade fire-based weapons at your next crafting station, if you have the right recipes and some additional materials."_
@tabula_rosa
@tabula_rosa 3 года назад
and if you wind up having 2 Fire Gems too few to craft that Flame-Sword you've had your eyes on, well, my friend, come to the xbox live store where u can buy a pack of 10 for $19.99 :^) and also we'll only let you purchase points to buy those gems in packs of $50 so unless you get more you'll have wasted thirty dollars, but they're only in multiples of $19.99 so you won't round out to $0 left in your points wallet so you'll spend the rest of your life with the sense that you're leaving money on the table by not re-downloading our game and buying more fake currency to try to not waste money
@fagglejuice2732
@fagglejuice2732 3 года назад
@@tabula_rosa stonks
@Evanz111
@Evanz111 3 года назад
This kind of reminds me of Dark Souls unfortunately ):
@noop9k
@noop9k 3 года назад
@@Evanz111 please, getting an unique boss soul is different from just getting some upgrade material.
@piemaniac9410
@piemaniac9410 3 года назад
@@noop9k considering the boss souls were just unique upgrade materials they have a point, though the fact that each boss soul made more than one unique item and the fact that you could only make one of those items does help make the boss souls a better mechanic than generic crafting materials like the titanite.
@thedavester6575
@thedavester6575 3 года назад
"uhh anyway, heard about raycon?" 10/10 transition
@razbuten
@razbuten 3 года назад
I try
@maxcasteel2141
@maxcasteel2141 3 года назад
Was gonna like your comment but I had to keep it at 69 ;)
@apdo6028
@apdo6028 3 года назад
@@maxcasteel2141 reddit moment
@zedaddy3530
@zedaddy3530 3 года назад
@@apdo6028 ooga booga woman bad Elon Musk 2024 my wholesome award where?
@coyotedomino
@coyotedomino 3 года назад
@@zedaddy3530 keanu chungus
@barackyobama6139
@barackyobama6139 3 года назад
Kingdom Come Deliverance does potion brewing right. You actually have to follow recipes and perform actions, and the better you get at it, not only does it look like you went from sheepishly pouring everything and slowly pulling the bellows to a master alchemist brewing with ease, it also feels like it. I think in the sequel they're planning on implementing forging, and I hope its just as fun.
@AnMComm
@AnMComm 2 года назад
Even the sharpening already feels like a proper maintenance process, and the fact that using the grinding wheel is an alternative to a rather expensive consumable (and gives you a good bonus with a certain perk) really makes the player do it regularly and get better at it.
@madman_media
@madman_media 2 года назад
Now all they need is a fun combat system
@AnMComm
@AnMComm 2 года назад
@@madman_media Deliverance's fencing is one of the best in action rpg genre. Though I admit it would be better if there was less emphasis on swords.
@jasperzanovich2504
@jasperzanovich2504 2 года назад
@@AnMComm There are at least three issues with the combat system. 1. Like you said the focus is on swords but in lategame maces are the absolute winner. 2. Combos are almost useless since if you don't hit the entire combo it's wasted. Even parries stop it. So you eventually go to clobbering them like a wildman. 3. It just doesn't work well on anything that isn't a duel. THe lock-on is very hard and it feels like you are stuck on one enemy or you don't lock on at all and you only swing your weapon in one way like a wildman.
@godlymoose9118
@godlymoose9118 2 года назад
@@jasperzanovich2504 There was this one combo I remember that you could just spam and win any fight. Top ->Right ->Bottom Left
@everettewebber5680
@everettewebber5680 3 года назад
"It should be in a game cause it adds to it. Not just cause it checks a box." Honestly this should be true for any mechanic in a game.
@BardockSSJL
@BardockSSJL 3 года назад
Sadly most videogame mechanics nowadays are there just to check boxes.
@thegoodsouphotel8332
@thegoodsouphotel8332 3 года назад
That IS what makes a good game.
@chukyuniqul
@chukyuniqul 3 года назад
Trimming the fat is not an easy task though, especially for less experienced creators (whether it be writers, painters or game devs). When you have the hoards of money that AAA companies have then yeah, QA and focus the thing down. But when we're talking actual small indie studios it might simply be a blemish of the creative, and honestly I'm perfectly fine with that as long as the game is playable. Human touch is a very important thing to have if you want your game to touch others.
@IPODsify
@IPODsify 3 года назад
*RPG leveling mechanics would like a word with you*
@termochila4985
@termochila4985 3 года назад
This also should apply to npcs and other characters...
@nevinmyers1245
@nevinmyers1245 3 года назад
0:53 square clouds with realistic textures scare me
@wombatpandaa9774
@wombatpandaa9774 3 года назад
Therapist: square clouds with realistic clouds can't hurt you Square clouds with realistic textures:
@d_inkz
@d_inkz 3 года назад
Liminal spaces
@xenokingdom3630
@xenokingdom3630 3 года назад
Seriously, what shader is that?
@sopphi
@sopphi 3 года назад
@@xenokingdom3630 It's PTGI
@Airsickword
@Airsickword 3 года назад
I instantly noticed that myself
@fuse625151
@fuse625151 3 года назад
I found that the Tinkers Construct mod for minecraft nailed the feeling of “actually crafting” perfectly well!
@enotsnavdier6867
@enotsnavdier6867 3 года назад
I think that base minecraft does crafting perfectly well. It is intrinsically linked to every aspect of the game, and the UI where you craft is unique and interesting IMO.
@Mercure250
@Mercure250 3 года назад
I personally love Terrafirmacraft for that. It makes what is simple to craft in vanilla a lot harder (and also a bit more realistic), but also a lot more interactive and you actually feel like you earned everything you craft. For example, in TFC, you can't punch a tree, and you can't craft wooden tools. Instead, you need to collect rocks from the ground and knap them into tool heads (which you then add to sticks, which you can also find on the ground or by breaking leaves blocks). And you actually have a UI for the knapping process, in which you have to actually shape the rock into the shape of the tool head you need. It's heavily recommended for newcomers to the mod to have the wiki ready or to have NEI/JEI installed, because some of the shapes can seem a bit weird at first glance (while others are a lot more intuitive). You can't craft a stone pickaxe, though, and for planks, you'll need a saw. You need metal for both. Processing ores and crafting tools out of metal is a whole other crafting experience (at first involving little bits of ores scattered on the ground and clay molds in the shapes of the tools needed, but later involving multiblock structures for smelting and anvils for forging), but it would be too long to describe in its entirety here. The tl;dr is : It takes a lot of time and effort to get your first pickaxe (or saw, as it's often the more important one of the two because planks are very useful), but when you get it, you actually feel like you earned it because of the time and effort you put into it. There's many more things like that, and more. Whole different food system, with different crafting recipes for food stuff (for example, to make bread, you have to grind the grain with a handmill, and then mix the flour with water to create dough, and then cook the dough); whole different biomes and new animals (including hostile ones); new system for husbandry; a lot of types of stones, ores, metals (including many alloys); revisited gravity; etc. It makes the game quite complicated, so it's not for everyone. It also has its flaws, mainly the part where you have to be a bit lucky with world generation... While it probably won't prevent you from getting your first metal tools within the first few days of your game (unless you're extremely unlucky, which did happen to me once), it can and often will screw you over later in your progression, where you have to put a stupid amount of time into just trying to find one specific resource you need... (Graphite, amirite, TFC players?) But damn, I love this mod so much despite its flaws. I recommend to anyone who wants some challenge in their crafting journey.
@jacobcharleszimmerman7934
@jacobcharleszimmerman7934 3 года назад
@@Mercure250 I came to the comments to see if some mentioned TFC. It's the ultimate example of a game being committed to crafting. Everything in the game is about the process of making things. It's great. I wish I had the patience to get very far in it.
@unlimited971
@unlimited971 2 года назад
Such a great mod.
@Sopsy_Hallow
@Sopsy_Hallow 2 года назад
i feel quite mixed on minecraft mods that "add" complexity to crafting since the base system is very good as is. not that these mods are necisairily bad, ive def had fun with them but they often just add more steps and make it more grindy to be "complex" which, while fun in the right setting, is definitly not better than the base game. i think the mods that add to the crafting the best are the ones that dont particularily change the base crafting or make it grindy, but rather mods that make it more involved by making multiblock structures that you have to build up yourself (like Create or Immersive Engineering) since that way you feel like you're actually making something instead of interacting with one or multiple UIs
@amstein99
@amstein99 3 года назад
Me: *crafts hundreds of consumables, never uses them* Also Me: "Why am I always over-encumbered??"
@ZomboidMania
@ZomboidMania 3 года назад
ikr
@johncameron1935
@johncameron1935 3 года назад
Also me, next time I'm selling stuff off: Why am I carrying 500 potions?
@muffinman2546
@muffinman2546 3 года назад
The thing is, these games don't give us the opportunity/situation to use the consumables other than being part of the side-quest's progression. It's like "oh wow. I've got all this health potions but the game's enemies are too easy/chunky so I never need to use them" or "who needs attribute bonusses when I can just get better armor from the convenience store". Better yet "why raid the dungeons at all if a pleb farmer's got better gear than the edge-lord necromancer in bunt-hole caverns?" Sometimes even poisons you can get in loot chests are better than the rogue's poison ability. - It's all just clutter that looks useful but aren't. If anything, they're just extra gold.
@k80_
@k80_ 3 года назад
cries in new vegas making like 50 weapon repair kits then getting jury rigging :’( i do think crafting was well done in this game though. All the best food comes from crafting (the food you find around the world is really bad because it’s like 200 years old) and I like the focus on recycling ammo
@patrickholzer6415
@patrickholzer6415 3 года назад
Also me, always running around with several different armor sets, just in case I'll need extra fire resistance. ...and never using the potions for that.
@Shadowkitty360
@Shadowkitty360 2 года назад
My favorite games are always the ones where crafting is a mini game in itself. It actually makes me feel like I'm in the world doing the thing.
@h20wizard57
@h20wizard57 3 года назад
I think crafting is best when used as discovery, as in when you have to figure out the recipes yourself, but in order to do this you have to do a good job of keeping the crafting recipes consistent, this would also work best with the Minecraft system of crafting where you have to put items in a certain place. I love the idea of using an ore to make a new pickaxe, then finding a new, rarer, ore and making a new pickaxe based on what you know about the recipe for a last pickaxe. You can also use properties of materials, like a plant that works really well as a firestarter which could make something like fire arrows, to help explain the crafting recipes of materials without just telling the player outright.
@elipetrou9308
@elipetrou9308 3 года назад
That sounds cool
@RedDuke42
@RedDuke42 3 года назад
One of my best Minecraft memories back in Beta 1.8 was when I figured out that glass was made by heating up sand in a furnace. On my own; not because I read it in a wiki or a walkthrough, but because of my real-world knowledge. I felt so fucking smart (for an 11-year-old). Now, this doesn't mean that you have to know how glass is made IRL to progress in the game, but intuitive crafting systems instead of recipe-based ones are much more satisfactory. Also, crafting systems where you actually have to do something instead of just pressing a button. Perhaps a minigame to heat up the forge to the correct temperature, hammer the sword in the right places, etc; and you could actually get good at it, instead of abstractly levelling up. Something like the sword sharpening minigame in Kingdom Come, but a tad more advanced. Just my long 2 cents.
@AbsalomIndustries
@AbsalomIndustries 3 года назад
I think that's part of what made Subnautica's exploration so incredible, because there was always the element of discovering new resources and potential crafting options, in addition to discovering new areas, creatures, and world elements. And I say that as someone who finds the Minecraft gameplay loop wholly uninteresting, interestingly enough.
@ЕвгенийЕфимов-й7н
@ЕвгенийЕфимов-й7н 3 года назад
For some reason I remembered mod called Terra Firma Craft with that fucking insane crafting systems...
@andrewlind9485
@andrewlind9485 3 года назад
@@ЕвгенийЕфимов-й7н EthosLab still plays, its a pretty interesting series
@mrm0nty550
@mrm0nty550 3 года назад
Crafting systems in most AAA titles have the same problems as RPG elememts: They add absutely nothing to the experience, just busywork bullshit that gives the impression of progress.
@blackgemstone801
@blackgemstone801 3 года назад
THIS! I love RPGs and I want more. San Andreas was my fav GTA game partially because of the RPG mechanic. That said, if you aren't gonna care for the system, then just don't add it. Yes, I love Final Fantasy and Pathfinder, but I also enjoy Crash Bamdicoot and Sonic. We don't need an RPG in every game.
@nobodyimportant4778
@nobodyimportant4778 3 года назад
And yet nobody is able to just look at witcher 3 and admit that it'd be amazing with both of those things taken out.
@sankhyohalder97
@sankhyohalder97 3 года назад
@@nobodyimportant4778 I modded the fuck out of the game with a mod called W3 Enhanced Edition, which sidelines the unimmersive and tacked on leveling mechanics in favor of much more skill based combat. It might have made changes to crafting too, but I'm not sure off the cusp. I look forward to a similar mod for cyberpunk as well
@ramontavaresdacruz2256
@ramontavaresdacruz2256 3 года назад
@@sankhyohalder97 I play on console, so no way to mod it, but my way to "remove" some RPG aspects of the game was to hide most of the UI, including monsters health bars and level. This made such as every fight I didnt really knew what I was getting into, the rpg aspects still existed and I still tunned Geralt the way I wanted, but I focused on the effects of the skills rather than the numbers, since I wouldn't be seeing HPs or damage. It helped a lot with immersion and even on normal I had some hard times trying to kill monsters that were out of my league and I went on to kill them anyway
@sankhyohalder97
@sankhyohalder97 3 года назад
@@ramontavaresdacruz2256 That sounds like a recipe for frustration to me, especially if you didn't know things like humble town guards being stronger than Geralt haha, but in the absence of better options, you have to make do
@brett84c
@brett84c 2 года назад
For me, Subnautica is the gold standard for a crafting game. It wasn't just that you crafted simply to go deeper and further into the game (though it's definitely a large part of the gameplay loop), but it was that nearly every item you crafted gave you new abilities or had some practical use to it and were rarely just purely cosmetic. The improved diving tanks weren't necessary but you'll definitely have an easier time if you do make the effort to craft them. It helped that the game world was unique, beautiful, and interesting because it was always exciting to venture into a new biome, not knowing what new things you would see (both good and bad). The narrative played a huge part because those logs left behind really do flesh out this alien world and what is going on behind the scenes, and give you just enough breadcrumbs to pique your curiosity and keep you pushing further and deeper into the unknown with equal parts wonder and terror. While I generally have never been a huge fan of crafting in games, or find it mediocre busy-work, at best, in Subnautica it felt super rewarding and not a burden or annoying in any way. I think my only gripe with the game was that I had to resort to Google a few times because I just had no clue how to find or do certain things. I guess you can technically figure it out if you read every single inch of every single file you find, which i admittedly didn't do when it came to most things that didn't relate to the narrative. It wasn't bad in the first game, but in the second game I ended up hating it because it was like every 30 minutes I had to resort to Google because I just didn't have the information on hand while trying to do 3 things in a single trip.
@soerenbo
@soerenbo Год назад
Subnautica works because crafting items and using them is the main core of the whole gameplay loop. Games like that, with a huge focus on Survival+Basebuilding are basically meant to have crafting. Yes it also has a story and lots to explore, but the main "game" you play is gathering and building stuff. And i don't think anyone criticises those games for having crafting or asks if they need it. The video was more about games that have a very different gameplay loop with a focus on story telling or character development for example, where crafting is more of a side-gig and in which it often feels like you don't actually need or want it in there.
@matthewjones39
@matthewjones39 11 месяцев назад
Subnautica fans when their survival game has crafting
@jackodataco5423
@jackodataco5423 3 года назад
I literally cannot play a game these days without picking up every single thing I find. It sucks.
@Purriah
@Purriah 3 года назад
Just don’t. Lol
@ColombianThunder
@ColombianThunder 3 года назад
@@Purriah it's compulsion
@wowanothercookie
@wowanothercookie 3 года назад
@@Purriah in some games you actually get punished for that though, because then you have to run and go search for a rare thing, or end up with too low ressources. And that makes it a habit for lots of players.
@ivanchu8415
@ivanchu8415 3 года назад
Hoarder mindset takes a while to get out of it, eventually you'll have the "ahh whatever" thought and just move on (with pain)
@mrshmuga9
@mrshmuga9 3 года назад
A way to combat that, is realize you were never really going to use those consumable items in the first place. That, and developers tend to overpopulate their worlds with items so people who might miss something, usually get multiple chances to find it again. Even if you miss something completely, there’s usually a way to farm it if you *really* need a lot of it.
@JinTsen
@JinTsen 2 года назад
One of my favorites in crafting in a game that is not centered around it is "Kingdom Come". In alchemy you actually have to create the potion. Sharpening a blade, you have to make the wheel turn and angle the blade with certain amount of pressure. It is just amazingly done and also fun because it feels like you are doing something
@VisonsofFalseTruths
@VisonsofFalseTruths 9 месяцев назад
KCD is the gold standard in simulation gaming. There’s a lot to do as just day-to-day existence, but manages to never really feel dull or stale or chore-like. It all remains interesting, especially as your skills increase. It probably helps that you aren’t a prodigy able to quickly master every task set before you. You’re just some peasant, and you need to learn how to actually DO shit and then practice it until you become proficient.
@ShadianVise
@ShadianVise 3 года назад
Shops with extra steps
@IPODsify
@IPODsify 3 года назад
"the time it takes to make stuff helps it feel more rewarding" try saying that after trying to make five fish bait in animal crossing....one at a time....with a 3-5 second animation between each one...and mashing a in the menu. Then realizing you don't have enough for 5, so you have to exit that menu, go into your home storage, put it in your pocket, then reopen the crafting table menu
@inamib.9786
@inamib.9786 3 года назад
That’s just bad design though. There’s no real reason you’re not able to craft several of the same item at once, especially things like bait or ammunition
@joshuabreurken2424
@joshuabreurken2424 3 года назад
This is also so annoying with Cb2077, I just wanna craft 200 max docs at once not spend 20 mins clicking and holding craft
@shanedevine2419
@shanedevine2419 3 года назад
And there are people who defend this. That's the worst part
@joshuabreurken2424
@joshuabreurken2424 3 года назад
@@shanedevine2419 well personally I like the game but it has many many flaws
@shanedevine2419
@shanedevine2419 3 года назад
@@joshuabreurken2424 Yeah the game's really good! Just wish some parts could be better
@Tohob
@Tohob 3 года назад
100% agree with this crafting philosophy. if i need 300 budoompuses and i need to gather 4 quomduks and 2 kwukies and combine them together to make 15 budoompuses, it really makes me wish they made quomduks and kwukies less excessively abundant and gave some more weight to the crafting so that maybe i only need one budoompus and i don't need to sit there for 45 minutes watching a crafting bar fill in over and over again, or just mash the craft button until i see the number 300 pop up.
@ShynyMagikarp
@ShynyMagikarp 3 года назад
shoutouts to subnautica. Playing in hardcore mode in subnautica is the first and ONLY time I have ever crafted every item in a game because they were literally all useful to some degree. The pathfinder tool? Incredible. The air bladder? Life saver. I have some qualms with the inventory management of subnautica, but the crafting system specifically is so top notch. Superb video, Razbuten. Loved it
@razbuten
@razbuten 3 года назад
Subnautica is honestly a Top Ten Game of the 2010s
@zimmy834
@zimmy834 3 года назад
I loved hardcore mode until I hit myself with my seamoth and died about 6 or 7 hours in
@AlexThePlatypus
@AlexThePlatypus 3 года назад
@@zimmy834 I too loved subnauticas hardcore mode. Only thing was that I died right before I could construct the final part of the escape rocket due to a glitch when I boarded my second cyclops. Luckily I had watched a let's play so I knew how the game ended
@guicyjossip5937
@guicyjossip5937 3 года назад
I did a hardcore playthrough a few months back, the beginning was really good and intense but I died to a glitch near the late game. Thankfully I backed up my file but I died again soon after due to some other glitch. In the end I edited the save file to not be hardcore and still managed to beat it without dying but man.. It's such a great game but such a shame it's so buggy. I've fallen out of my cyclops so many times its not even funny
@marcobering3945
@marcobering3945 2 года назад
"Using a menu to craft is boring" Whereas having to do some minigame every single time I want to do something is tedious, unfun, and the minigames themselves usually have nothing to do with the actual process of crafting whatever it is... which would need a fairly unique minigame for every single item in the game if you wanted to avoid them being arbitrary.
@therichman3685
@therichman3685 2 года назад
He also said that in the video though
@user-zu1ix3yq2w
@user-zu1ix3yq2w 2 года назад
Two ends of the spectrum.
@dynamicworlds1
@dynamicworlds1 2 года назад
There can be more than one bad way to implement something
@kaptenteo
@kaptenteo 3 года назад
I've also found that most crafted gear ends up being easily replaceable by gear you just find for free in the wild. I therefore end up feeling like crafting is a waste of time and materials.
@linkplayer20
@linkplayer20 3 года назад
Right? Or crafted gear is irritatingly generic because the system doesnt allow the kind of bonuses that natural items have until you get into the late game.
@MVDfree
@MVDfree 2 года назад
I like when crafting materials are used as subtle hints to suggest an alternative to the obvious path you would take. For example one path has a puzzle to solve, while the other one is a gauntlet of fire and lava. Conveniently the devs placed iron shavings next to the entrance which are used to create fire immune potions. So you can either solve the puzzle or use crafting to walk through the fire directly. This gives you a sense of accomplishment, understanding, and choice.
@ezraparish1138
@ezraparish1138 3 года назад
Every single video this man makes has a moment where I realize he has put into words something I’ve felt for years.
@kelly4443
@kelly4443 3 года назад
Yes thank you! I was looking for this comment.
@linkplayer20
@linkplayer20 3 года назад
He got my sub today for exactly this reason
@ollowainhd5531
@ollowainhd5531 2 года назад
@@linkplayer20 for me as well on a different video from 2020 but still today
@ehmaysi
@ehmaysi 3 года назад
How many videos are you going to make where the most common comment is "why didn't you mention Terraria?" lmao
@razbuten
@razbuten 3 года назад
Now I am just intentionally trolling the community, and, frankly, I will be the only real loser.
@blueninja012
@blueninja012 3 года назад
@@razbuten I love this
@ehmaysi
@ehmaysi 3 года назад
@@razbuten that's a dangerous game. let's see how it plays out
@The_Rising_Dragon
@The_Rising_Dragon 3 года назад
I just defeated the pillars yesterday, (without any pre-preparation) and got absolutely wrecked! 10/10 Would get Impending Doom-ed again! :P Time for wiki-diving! (*˘︶˘*).。.:*♡
@wigglebot765
@wigglebot765 3 года назад
Yeah that’s exactly what I was thinking, terraria genuinely has one of the most fun item crafting I’ve seen in a game
@sock2828
@sock2828 Год назад
The most fun I've ever had with a crafting system is in Cataclysm: Dark Days Ahead, even though it's technically optional (but still incredibly useful). It's so detailed that thinking about how you would make a thing in real life will usually be the way you do it in the game. Which ends up making it incredibly satisfying to craft something as simple as a pair of leather boots since scavenging or crafting all the tools and materials you need to do it is no small task and now you can make all kinds of other leather items.
@savdebunnies
@savdebunnies 3 года назад
I really get what you're saying with this one. In Skyrim, I LOVE making potions; collecting ingredients, finding out what each one is for, and what goes together, but I never use them. On top of the throwback problems with consumables, there are so many out in the world that are often much better than the ones I can make, I don't even need to go to a shop to have more than enough. I personally really enjoy crafting in games but that usually turns out with me having huge stockpiles of crafted garbage that's too much to even sell. Outside of the crafting itself, most games would hardly change without it.
@TobiaLapanjeGolob
@TobiaLapanjeGolob 3 года назад
The potions in skyrim can be very good tho
@Tsquare22ESQ
@Tsquare22ESQ 3 года назад
I liked making potions in Skyrim as well because the soundtrack was so good. Especially when you craft at an alchemy bench in the major holds.
@sword7166
@sword7166 3 года назад
The craft skills in skyrim are literally the most powerful skills in the game, especially if you level all of them and use them to boost each other
@zoiuduu
@zoiuduu 3 года назад
i just choose rabdom shit and click E like a mad man, since i have skyUI that is so much faster,, i fail nost of my potions,,,, vut i wish i could have a auto make potions options...like the autolockpicm in oblivion
@rodrigonm97
@rodrigonm97 3 года назад
Have you ever heard of the Atelier franchise, all those games revolve around crafting and has probably one of the most robust but fun crafting systems. Recipe have different ingredient that can be switched with materials having properties unique to them that carry over to the crafted item. This way crafting items because more of puzzle as you have to choose when to use rare items or how to transfer properties from one item to another even when it is not a direct ingredient for the final product you want.
@auspistic
@auspistic 2 года назад
The Subnautica section filled me with a strange nostalgia made up of both excitement and terror.
@monthc
@monthc 3 года назад
Crafting is often employed in the same way as weapon durability: a minor chore that doesn't really add any immersion or depth to the experience.
@spol
@spol 3 года назад
Weapon durability is inherently immersive imo
@semidecent4395
@semidecent4395 3 года назад
@@spol As long as it’s on a weapon that makes sense, and they clearly show the durability.
@muffinman2546
@muffinman2546 3 года назад
If durability is handled like Dark Souls 3 where it exists but rarely ever a problem, then I'd say we can have both immersion and fun. As for the 'visual' side of durability, it'd be easy enough to just make two models and have their parts go into place with degradation. Would be cool if durability adds to the damage rather than _just_ breaking down like I can imagine rust on a sword giving better bleeding benefits on it's cuts.
@houndofculann1793
@houndofculann1793 3 года назад
@@muffinman2546 it could be so that having max durability would give you definite benefits that would gradually degrade into negatives with a bonus first and full-on negatives later. Taking your example for swords, a brand new sword would have better damage due to being sharp, but as it gathers rust and dulls it would lose a lot of up-front damage but gain a bleeding factor due to the jagged blade ripping flesh apart but not actually cutting very well and ultimately ending up with just the poor damage without bleeding because the blade has just dulled too much. You could also throw in a sharpening mechanic that would grant you the benefits of the next durability level for a small amount of uses without affecting total durability, or something to that effect. Maybe even slow down the degradation while sharpened Edit: I think what's usually bad in durability systems is the fact that the negatives roll into play too quickly without the player having much choice to do anything about it, forcing the player to run at the repair shop (or whatever you have) constantly
@kamille286
@kamille286 3 года назад
@@houndofculann1793 Ok that sounds really cool. Honestly I don't have a huge complaint with durability cuz the only game I've played with that mechanic is BotW where you can't fix it at all. But after playing Age of Calamity with its weapon upgrading, I can see why that is such a chore
@Aondeug
@Aondeug Год назад
I think the Atelier games have my favorite crafting systems. Sophie 1's in particular I've liked out of the two I've tried I really love because of the little puzzle game you play with the ingredients. Which makes the kinds of ingredients you pick to use not just a matter of grade qualities and what the items do, but also one of "Can I even fit this shit in the grid?" But like I think the main thing I like so much about the Atelier games beyond just being games based around crafting that have actually interesting crafting is that you aren't a big fancy adventuring hero or something. You're an alchemist and you're doing alchemist things. While there is combat systems in the games and while Ayesha does have more plot stakes than several of the other games you are still just an alchemist. And that, I think, matters more to me than the fun exploration progression loop of Subnautica, as much as I love it. Because I like being able to play as an alchemist. And that I think is what I ultimately want most out of crafting systems. I want to roleplay as someone who can do a skill.
@ButchLeColosse
@ButchLeColosse Год назад
Atelier's crafting system is amazing. It feels so rewarding when you craft the perfect item after many hours of gathering/crafting its ingredients and fitting them in the grid.
@Axl4325
@Axl4325 3 года назад
Fun thing that I thought about: Rimworld has one of my favorite ever crafting systems because of how grounded and heart wrenching it can be, you need a good amount of materials that have to be mined, bought or processed, the crafting itself takes many in-game days (and more if your colonist has been crippled in any way) and it can lead up to a bad end result if the character has a low skill, bad health or again is a cripple, but when you nail a legendary assault rifle everything is worth it
@tiagomendez658
@tiagomendez658 3 года назад
Rimworld is one of my favourite games, but honestly I thought the crafting was one of the weak parts. Resource collection is tedious and micromanage-ey in the early game, and automatic in the late game so it's more of a timer until you can make whatever you're making. One of my biggest criticisms of Rimworld is that most of the game is waiting for things to happen, and this is especially true when crafting. The quality system seems interesting to engage with, but it ends up just heavily encouraging you to save-scum, as low-quality items of even the highest-grade materials can be nearly worse than nothing, and can't even be scrapped for another attempt.
@evsre4138
@evsre4138 2 года назад
And then the rabid bunnies end it all…
@Axl4325
@Axl4325 2 года назад
@@evsre4138 but it´s ok because Randy gifted the last survivor a couple stacks of dromedary milk, so no biggie
@evsre4138
@evsre4138 2 года назад
@@Axl4325 someone needs to make a mod where it lets you milk any mammal. i want my beaver cheese
@CinematicSeriesGaming
@CinematicSeriesGaming 2 года назад
I love how Red Dead Redemption 2 handled collecting animal parts. In every other game you just kill an animal, press a button and the needed materials are magically teleported to your infinite inventory. It's mindless and boring! In RDR2, I actually felt like I was doing something when I was collecting supplies. If I wanted a perfect bear hide, I had to find a bear, stalk it, line up a perfect headshot, take the time to skin the carcass, put the pelt on my horse and then physically deliver it to the trapper. A lot of people complain about RDR2 and say that the animations and crafting are too time consuming but I think it's absolutely amazing. This approach makes the whole process feel special. Every little thing like hunting a deer feels like a mini mission or a small adventure where I have to take care of everything every step of the way. It's engaging and immersive. Throughout my first playthrough of RDR2, I shot and skinned about 3 Grizzly bears in total. But I remembered every encounter and each one felt special! In games like AC Odyssey, I could butcher hundreds of bears and none of the encounters would be memorable or interesting. It would be just another mindless task of killing an animal and pressing a button to collect all it has. I really hope more games take inspiration from TLOU2 and RDR2. For example, I think Ghost of Tsushima would be way better if it had some of those realistic elements: an animation for skinning animals like in RDR2 or Assassin's Creed III, a quick animation where Jin cuts a plant with his tanto, an animation for looting corpses or picking up supplies. Of course, not every game needs extremely slow and realistic animations for everything like RDR2, but I will always take animations over lack of them. They can be quick and simplified but I love it when they are there.
@CinematicSeriesGaming
@CinematicSeriesGaming 2 года назад
@kshamwhizzle Exactly. RDR2 is the kind of game that lets you soak in the atmosphere and get immersed in the world. It's the kind of game where I can't help but to slow walk or casually ride my horse to admire the visuals and pay attention to the world. When people play it like GTA and gallop everywhere, they miss the point.
@loverofmusicality
@loverofmusicality 3 года назад
That sorta reminds me of the crafting system in "The Long Dark." I haven't played that game in years at this point (about two or so, and I know there's been some huge changes since then), but the crafting system was top notch from what I remember. The crafting was absolutely vital to your survival and progression through the game (you had to craft better weapons, snares, fishing line and hooks, even tinder boxes and bandages) but at the same time, you were keenly aware that the time you spent sitting down to rip that newspaper up into tinder for your fire, you were getting closer to freezing to death, or starving to death, because it was -30C out, and night was quickly falling. And then, for certain things, you needed to track down the work tables that had specialized tools, or you had to have the specific tools yourself. It was a good game, and I really should go back to play it again...
@dhgmrz17
@dhgmrz17 3 года назад
I tried playing it and that game is pretty brutal with it's difficulty and crafting system and I'm saying that's a negative thing, however I after a several death I kind of just gave up, because I'm getting to the point were I'm more interested in playing more relaxing and less taxing games as a enjoyment. That being said, after your reminded me about it, I kinda want to try going back to it again and seeing how long I can last. It's really the only game I've played that felt like a true survival game that didn't hold your hand or give your free chances, even the smallest mistake could cost you.
@Thetarget1
@Thetarget1 3 года назад
​@@dhgmrz17 If you play on voyager or pilgrim and start at Mystery Lake, it's really not very difficult. But yeah, it can be extremely brutal. I have more than a hundred hours in it and still regularly die. The great thing about the Long Dark is that *everything* is a ressource - including time. So if you want to craft something, it might help your chances of survival, but you spend time and calories doing it. You are always prioritising and making trade-offs, which is why it works so great.
@loverofmusicality
@loverofmusicality 3 года назад
@@dhgmrz17 Yeah, it's absolutely brutal, and definitely not a game that I would play for something just to chill out. It's a difficult game, and definitely one of the most survival-focused survival game I've played. With time, heat, food, all of it being resources, and encumbrance being strictly enforced, it's really interesting to play, especially once you get to the point where you have the landscape memorized, even if the exact resources are randomized. You start learning where you can have supply drops, where the best food can be gathered, and yeah. It's a fun game, and one I enjoyed despite how brutal it is, even if I couldn't survive ten days in more saves than not.
@Pseudoku_RL
@Pseudoku_RL 3 года назад
Thanks for reminding me how incredible Subnautica is. Can we all just appreciate how the sound design alone made the crafting in Subnautica satisfying?
@nicksteele5613
@nicksteele5613 3 года назад
The crafting system in ACNH I find is specifically so frustrating because none of the materials are actually *difficult* to get, instead they range from mindless to *annoying* I'm low on wood? well it's incredibly easy to grab some from my storage, or even go chop down some trees if I'm totally out But WHY? Crafting doesn't feel valuable because the resources I put in are damn meaningless. I'm far more concerned with bringing bugs back from an island, and choosing which to toss in hopes of bringing a more valuable one to sell but wood, soft wood, and hard wood? I can harvest way more from my own island than I'd ever need Finding one of my favourite furniture pieces in the store is *genuinely* more exciting than "saving up" the materials to craft one I like just as much Actually, getting the *recipe* for something I like is infinitely better than making the thing
@ChetCoenen
@ChetCoenen 3 года назад
Felt the same with BoTW cooking
@cookedghost
@cookedghost 3 года назад
This. Every time I'm running low on wood it feels like a chore to build back up a supply because it takes so much time (and so many axes) to get something so common. Once I craft something I get attached to it because of the place it occupies in my island, not because I built it. Truly, the most satisfaction you get out of crafting is getting the recipe, seeing villagers use it, and getting compliments from visitors. Nothing from the crafting, ironically. (And don't get me started on the fish bait, the hellish contraptions.)
@doopness785
@doopness785 3 года назад
They flaw with ACNH is the real grind is farming all the recipes. I actually like botw cooking because your free to experiment and add any ingredients you want.
@armintargaryen9216
@armintargaryen9216 3 года назад
... what about Zodiac stars
@strawberrys0da714
@strawberrys0da714 3 года назад
What annoys me is theres no bulk crafting option for consumables. That's why I never use bait. It's such a hassle to craft and it only lasts for a minute.
@Desimere
@Desimere 3 года назад
crafting was actually my favorite part of skyrim. Everything else i did there, including story and fighting, was with the purpose of getting new skill levels in crafting so i could mass-produce stuff. I was always filling up them soulstones by using that particular weapon and enchanting all my stuff before selling it. To me, it was all about those skill levels and i guess money didn't hurt. To buy all the houses.
@crazydog3307
@crazydog3307 2 года назад
same XD
@Dragon6687
@Dragon6687 2 года назад
Not to mention that you can create god tier weapons that you can instant KO everyone around you.
@bobmilleit1976
@bobmilleit1976 2 года назад
I’ve played probably over 1200 hours of Skyrim and never crafted anything besides alchemy
@crazydog3307
@crazydog3307 2 года назад
@@bobmilleit1976 bruh
@freemank8207
@freemank8207 2 года назад
I liked the Alchemy and Enchantment in Skyrim a lot. I used them all the time and spent a lot of upgrade points on them. But I didn't like Smithing at all since most of the items you could've crafted were locked behind a questionably designed skill tree and it was much easier to find those items on the map anyways.
@gamera9118
@gamera9118 3 года назад
Everytime I play a game with crafting I always spend multiple real world days trying to find the materials to craft something like a powerful weapon. After crafting the weapon i remember all the hard work i put into it and get excited about how powerful it'll be. Then I do a 15 minute story mission that rewards me with a weapon twice as strong.
@bobatea2845
@bobatea2845 3 года назад
another game to note would be one called "the Forest" though i wouldnt say the crafting is the best, it forces you to mix certain items together via trial and error and once you learn to make something, just hovering over one of the items took to make it will show its recipe, and you can only carry a certain amount of any certain item at a time, for instance i could reach the item cap on rocks but still pick up sticks becuase i havent hit the stick limit. but the most interesting part is the building, you build to save your game, to sleep which is its own mechanic that you need to keep on top of, to stay warm, to protect yourself from cannibals, store things, but unlike other games where you build it at that same moment of time, you can place down the blueprint of it and slowly build these items up overtime It isnt the best out there and i frankly am not nearly experienced or have enough time to be able to touch on what it is or why it works but it definitely makes the world more diverse and interesting, and deserves some kind of accomplishment
@sethsarofsky3697
@sethsarofsky3697 3 года назад
I was actually going to say this. The forests crafting works because it has real uses and you kinda need to use it. The game finds a good balance of crafting and exploring for items because each has its drawbacks. You could go searching for Dynamite or you could craft a makeshift bomb. They are the same in stats but require a different form of effort. Same with medical supplies and food. All of these things help with the spelunking making you less of a scared little piss baby and Mor of a dominant force to try and get those later game weapons/tools that you can't make
@enriquesaou
@enriquesaou 3 года назад
i completely agree. I think raz has missed some important crafting systems: the forest, dont starve cooking, stranded deep first crafting system and even kcd weapon repairing. Should ve talked more about different survival games approach. But a great video nonetheless, i believe everyone has realised that crafting and looting in rpgs can become an annoying chore
@nixalot9065
@nixalot9065 3 года назад
@Alpha Shepherd Kingdom Come Deliverance, to fix your weapons you have to go to a stone wheel, keep pressing buttons to spin the wheel, and angle your blade in such a manner that it resharpens or bends out dents. Its sped up reality. A lot of people wish they had done something similar with armor but you just have to pay a person to fix it for you.
@moartems5076
@moartems5076 3 года назад
I tried it and it was a pretty shitty game to be honest. The enemies were wonky and annoying, eating and drinking was required far too often, so it became a chore. Also gathering sticks was somehow harder than chopping down a bunch of trees. The horror wasnt convincing either, because these monsters and canibals arent believable or relateable. Especially their behavior was a shitfest, charging at you, getting poked by your spear, running away, so you just stand there waiting for their next charge, so you can poke them again. BORING
@thomasrosebrough9062
@thomasrosebrough9062 2 года назад
4:16 Subnautica is an *excellent* example of a well-balanced crafting-focused game. It never distracts from the world, never feels like a chore or an add-on, and never hits a point of irrelevance. Everything is important, but only at a certain time in the games progression. And what's especially crazy is that as a player you mostly remember the exploration and the base-building, but looking back like 80% of gameplay is collecting and crafting resources.
@stevenscott2136
@stevenscott2136 2 года назад
Especially if you assume your task is to CONQUER 4546B. After the rescue ship bought it, I thought "okay, these guys are going DOWN". I totally forgot to go inside the gun building, and began to scour the sea for all the materials and information I could. I ended up with two moonpools, walls completely covered with lockers full of materials. Didn't even get inside the Aurora until Day 360. Finally left on Day 542.
@marcosdheleno
@marcosdheleno 2 года назад
until you get locked for 5 hours scouring the sea because you are missing a bp fragment, or have no idea where to find that 1 item that is only used for that 1 bp that you will need to get to the next part of the world without drowning. and sure, you can always check the wiki, but this is a problem not a good design. and subnautica is filled with small moments of that to call it "well balanced".
@YTWgamer
@YTWgamer 3 года назад
I think the title should be "triple a games implement crafting in a pointless way" because on it's own, crafting is a beautiful mechanic.
@evantanuwidjaja8017
@evantanuwidjaja8017 3 года назад
yep, as long as you implement it right, it can be an awesome addition to the game.
@hidsgi-games5369
@hidsgi-games5369 3 года назад
Such is the way of the clickbaity title
@reikeon4826
@reikeon4826 3 года назад
Theres barely any games out there that pull off interesting crafting systems, especially if we're talking about the actual crafting process. The idea is great, but most of the time it just ends up as a different skin for a vendor with the addition of a progression bar rather than any sort of gameplay at all.
@nihili4196
@nihili4196 3 года назад
Exactly! Games can be good if they don't have crafting, open world or aren't non linear. Not every game have to have everything gamers like to be great. In fact the less of those things game has, the better it can be. If Crafting is not core mechanic, then why even implement it? If crafting is more irritating than fun then why it even is in game?
@noop9k
@noop9k 3 года назад
Yeah, crafting ammo from menu in the middle of a firefight helps so much with immersion!
@zzman7305
@zzman7305 3 года назад
Are we just going to ignore Horizon: Zero Dawn? It's very rare that you just stumble upon ingredients. And because what creature they come from and where they are located, they are not only consistent, but marked. You always know where you need to go for what you need to reach your next goal, but you have to work for it. Plus tying money to bartering and ammo crafting is great because you can just blindly spend all of your money or you may just not be able to make arrows. I'm currently playing on very hard mode, and the rarity of the items, tied with the availability of them is just great.
@teehundeart
@teehundeart 3 года назад
I think this is true for the high difficulty settings. On normal difficulty you never have to actively search for items/ingredients at all
@iRsemple
@iRsemple 3 года назад
It's great too that there are so many strategies for combat in that game. So you might love using those sonic boom arrows to blow off armour of enemies, or maybe you love using blast/fire stuff. Suddenly you find that you've run out of echo shells and blazes, so you have no more ammo for your combat style. As a result, you need to switch it up (maybe use corruption arrows and zap-trip wires?) Until you have an opportunity to literally hunt down your resources
@zzman7305
@zzman7305 3 года назад
@@iRsemple exactly, ik i used a lot of blaze and wire because i like exposions and tieing things down lol
@iRsemple
@iRsemple 3 года назад
@@zzman7305 It was so fun for me, late game, to return to the first hunter trial area where there are like a dozen Grazers, each with 4 blaze on their backs. I'd set up some traps, scare then towards the traps, then see how many blazes I could snipe with the harvest-arrows before the traps took care of the herd for me. Each run would net like 50-80 blaze. Never had more fun resource gathering before lol
@zzman7305
@zzman7305 3 года назад
@@iRsemple thats where i learned what the hell kind of use the part arrows were, used them quite a but after that, could turn one blaze canaster into like 4-6
@DampeS8N
@DampeS8N 3 года назад
This is something I've been thinking about a lot over the last 10 or so years. As crafting has gone from a rarity outside of MMOs before Minecraft, to something that you see in a lot of games that it fit with conceptually, to virtually all AAA games having it. The biggest thing that sticks out to me about it is that it is yet again one of these situations where devs have taken the shape of a thing and grafted it onto their games without any real understanding of why that thing worked in the game in question. Happens all the time in this medium. However, with crafting, because the game that started this trend is so big. I mean. SO BIG. I mean, spawned an entire genre of youtube video big. I mean so far beyond big that it really isn't a stretch to call it the biggest and most influential game ever made. Because the game is Minecraft - and Minecraft totally baffles the AAA market - we see this problem happen with features from it continuously. There are games that get it. Subnautica, as you said, is one of these games. But I don't actually think the issue is the usefulness or requiredness of the items you craft that is the key here. It is tied to that, but it is deeper than that. The reason I don't want to craft things in FO4 but I do in Subnautica - and the reason Minecraft was so successful - is that Minecraft and Subnautica have you crafting things you want to craft. Let me rephrase that, because it sounds obvious and tautological. When you play a game, there are really 3 perspectives involved. There is the you that's playing the game to have fun, this is the experiencer you. There is the you that is pretending to be a character, this is the character you. And there is the you that is performing game actions, the player you. The experiencer you wants to have a good time, they want to be entertained by the narrative of the game and/or influence it. The character you has story-based motivations and wants to progress in the game. The player you wants to have cool interactions that feel good to do. Games that you enjoy the most not only cater to these three perspectives, but unify them. The opposite of this state is often called ludonarrative dissonance. However most correctly that only applies to the player you and the character you being at odds. The classic example of that is a game where you are supposed to be a good superhero, but that game asks you to kill thousands of faceless baddies along the way. People your character doesn't know, who that character would probably be terrified to be killing over and over in terrible ways. But when you include this third perspective, this problem takes on a new dimension. You can have a character that wants to do something, and a player that is enjoying what they are being asked to do, but have that be at odds with what the experiencer wants to be doing. This is that feeling you've had where you know you enjoy the game, but you kind of don't want to be doing what the game wants but you just want to be doing something else the game isn't asking of you right then. For example, you are going along having fun and the game tosses in a puzzle that makes logical sense to be there, and the character would want to solve it, it might even be a fun puzzle all on its own; but you aren't there for puzzles. The games that feel the best align all three of these things with motivations that appeal to each of these at the same time. Let's start with Subnautica. When you are first crash landing; the experiencer wants to understand how to play the game, the game wants to teach you, and the narrative is merely about basic survival. Then, once you've got the interface down after dealing with the fire and your first craft, you want to branch out. The game puts you out where you can test things out, and the narrative in the moment is about getting basic initial survival items like food and water squared away. At each phase of the game, what the player wants, what the game play is saying and what the narrative is saying are aligned. The key here is that the experiencer you can task switch from one thing to another and it doesn't break the narrative. At all times you are doing what that character would do. Minecraft is the same. I won't rehash over the details. But pay close attention to how Minecraft doesn't have a story that's being told to the player, but instead has systems that enable the player to tell their own story. At every point along the progression, the player is able to decide what they want to do. The goals are designed, as much as modern quest task lists are designed, but they are goals that don't need to be told to the player because they happen to also be the goals the player has on their own. The AAA industry saw Minecraft and they saw a game with no narrative. I see a lot of folks saying Subnautica doesn't really have a narrative, even. But in both cases, the narrative just so perfectly aligns with what you already want to do and what your character would be doing and what the game play is telling you do to, that they blend together. The AAA industry looks for ways to shoehorn a story into something like Minecraft - neglecting the fact that one already existed. You are a lone survivor in the wilderness, you have to survive zombies and skeletons, you gain power and strength to use back against those forces only to discover deeper and darker forces. You fight and defeat those, and your strength makes you greedy for more. So on, until you kill a dragon and get credits. Subnautica has a lot of explicit narrative that's more traditional. But they took care to think about how to incorporate it in a way that didn't break these three perspectives. If the experiencer you decides not to go help out the deep sea survivors, or not follow up on things you find on the floating island, it makes sense from the game play and character perspectives too. That's just not the order the story was in. AAA games that do this well exist. But it often either feels like an accident or the result of other decisions. And if the experiencer you is already in the right mind for it, just avoiding ludonarrative dissonance is often enough. If you are in the mood for what The Last of Us has to offer, it will scratch the itch and still give you fun for a dozen hours straight. However, when a AAA game listens to the real lessons. Well. You get Breath of the Wild. A game where you can just follow the random whims of the experiencer you wherever they go, the game play will match the mood, and the character's actions make sense in the framework of adventure. The crafting feels good, not because you will use the items. You will use the items because they feel good and make sense to use them. The player drives everything, and the narrative matches what the player does and wants to do. Everything aligns. Some things I am not saying. I am not saying that AAA games are bad and no one should play them. I'm not saying Minecraft, BotW or Subnautica are perfect. I am not saying you can't have fun with games that have ludonarrative dissonance or that doesn't satisfy all three perspectives at once. I am just saying that the AAA industry has largely missed the lesson from Minecraft, and when they accidentally or intentionally do learn the right lesson, the games are better for it. ----- It is worth pointing out that there are a lot of lessons the AAA industry failed to learn from Minecraft. Here is a short list: - They failed to notice how important being open, transparent, clear, supportive of wikis and modding, and otherwise crafting a positive community through clear and open communication was. - They failed to notice that what makes the building work so well is the lack of fidelity in the graphics. Because stairs are vague, they can be used as chairs, roofs and other details. The flexible nature of the visuals means creatively reimagining what an object _is_ is part of the building meta game. When bigger games with higher fidelity graphics came out that had all the same technical abilities of Minecraft, they usually lacked this flexible nature. By having stairs that look like stairs, they designed out those stairs being roofs or chairs. - They failed to notice that Minecraft is played by non-gamers. AAA games fall into two buckets - full gamer games with complex controls and hardcore graphic and cute games for casual gamers with simplified controls and simplified ends. A game that bucked this trend lately and won was Animal Crossing New Horizons. Minecraft has simplified controls, but great depth. It is the perfect game to transition from a casual player into a hardcore player with, because it is easy to start and hella deep. - They fail to understand the pricing. Minecraft basically invented early access, but the way it has been implemented by the AAA industry has largely been a cavalcade of missteps. It isn't that hard. You need to have a solid initial offering that is enjoyable from the start, you need to have clear goals and milestones along the way, and you need to never let up on the promise of the final version. And I would argue, you need to not stop at the final product and continue to release new things for as long as people keep buying the game. - There is a lot more, but that's enough for now.
@Yarblocosifilitico
@Yarblocosifilitico 3 года назад
that was long but worth reading, thanks for taking the time to explain in detail
@cattysplat
@cattysplat 3 года назад
Most AAA games are at their heart narrative games, which the developer places number 1 priority for the entire game. This means every other system in the game - combat, exploration, crafting will take a backseat to story telling, cutscenes and graphical detail. Letting the player make important decisions in the game is antithetical to the story telling experience. Even games designed around player decision making barely effects the direction of the story in most games, usually it is a minor novelty or a different ending but the game itself played mostly the same. So these systems of player choice in these narrative games are mostly an illusions of choice. Is there much difference between crafting a medkit or finding a medkit? Not really if the end result is the same and the process not very involved. So the developer merely makes the process slightly different, but the actual way it functions never changed, the gameplay fundamentally remains the same so they can keep their heavily directed experience.
@DampeS8N
@DampeS8N 3 года назад
​@@cattysplat Well. Not really. Yes, you're right about how single-story narratives are being told in games. But Subnautica and Breathe of the Wild are also single-story narrative games. Neither has player agency in the story. It isn't about what kind of story is being told. It is about the player's desires, the gameplay and the story being told all aligning. There really is no reason that any other open world game couldn't pull off what Breathe of the Wild did. BotW has everything you described. The key difference is that the game play was designed around the story being told, and the player wants to be doing the things the game is asking them to do, and there is otherwise enough freedom to task switch. One of the major reasons open world games appeal is that they virtually ensure that the player is in the driver's seat for most of the types of engagement they will experience - but it is more than just catering to the player's random desires - good games make the player want to do the things the game lets them do. And part of that is knowing why the players are there for your game. Subnautica bills itself as a terrifying undersea craft-a-thon - and so the players playing it are ready for that experience. BotW had marketing that explained ahead of the game what the idea was and why the game is the way it is - so Zelda fans were prepared for a game about exploring a big open Hyrule. If that didn't appeal to someone, they didn't buy it. Most AAA games don't fail this, but sometimes they do. It is entirely possible to get someone excited for playing a game about anything. A lot of successful games do this. Where many fail is then not giving the player logical reasons to be doing what they are doing and emotional reasons to be interested. And still a lot of games fail at the ludonarrative step. They pull the player out of the experience because they are being asked to do something the character they are playing wouldn't. God of War on the PS4 is an example of a game that succeeds on all three of these fronts as much as the other games. The crafting is superfluous and you have no reason to care about it - so people don't. But the story, what Kratos is doing moment to moment, and what the player wants out of the experience otherwise align beautifully. None of these games are perfect. But when a game is doing it right - you almost always find that these three components align. God of War is exactly the kind of movie-game you describe. But it succeeds in spades. If your theory about the problem being that games don't have narrative choice was true, God of War wouldn't be so good. But it is.
@Yarblocosifilitico
@Yarblocosifilitico 3 года назад
@@cattysplat yeah there's a difference between crafting and finding a medkit. There's also a difference, or should be, between killing an npc with a knife or a sniper rifle. Otherwise why play at all.
@Magefire2
@Magefire2 3 года назад
I was waiting for an Atelier series reference the whole time. The only game series about crafting items that actually matters.
@ostrichlord9097
@ostrichlord9097 3 года назад
I was expecting the exact same. Probably has the best crafting system I've ever seen as it avoids every problem mentioned in the video whilst including the positive aspects. Never before in a game have I been excited to find a high quality leaf
@Magefire2
@Magefire2 3 года назад
@@ostrichlord9097 When it comes to crafting systems, Atelier games are the most committed to the idea. From side quests to boss fights, EVERYTHING goes through the crafting system in that series. I don't disagree with what is actually in the video for the games selected, its only that if you want an in depth crafting game (and something distinct from a building game) then the Atelier series is the only thing that really comes to mind.
@ostrichlord9097
@ostrichlord9097 3 года назад
@@Magefire2 I agree. I just find it surprising that Atelier wasnt referenced as a good example of a crafting video within the video. You dont really have to look too hard to find the game, especially if you're looking for something where crafting is the main attraction
@aramosdm
@aramosdm 3 года назад
I really liked the way Kingdom Come did their alchemy system. It actually was a process and felt... good/rewarding
@GreenGnoblin
@GreenGnoblin 2 года назад
not like skyrim where you just spawm the button until you ran out of supplies. Kingdom Come had one of the best alchemy system of all games.
@jacobnorris8256
@jacobnorris8256 2 года назад
The mention of alchemy in regards to good crafting system reminds me of the minecraft mod Thaumcraft. Such an awesome mod.
@BlueGamingRage
@BlueGamingRage 2 года назад
The best part is when you got the skill high enough you could automatically brew potions
@navdragoni
@navdragoni 2 года назад
I felt It because a chore really quickly and I stopped using It at all. Sharpening your blade was cool, you can do It in like 10 seconds, but It takes like a whole minute to brew a single potion, unless you know It by memory.
@SirMelon-iv9gk
@SirMelon-iv9gk 3 года назад
For me, Fallout 4’s crafting is a core mechanic. I spend hours exploring the waste before heading back so I have to decide “should I take this, or drop this? Maybe I’ll just take this...” as I keep exploring.
@lannandogarcia4391
@lannandogarcia4391 3 года назад
i spent hours and hours building towns AND crafting weapons, i loved It.
@cattysplat
@cattysplat 3 года назад
The settlement building was really cool, but unnecessary for gameplay. The weapon crafting was necessary to improve weapons, but it was too easy to get a pimped out weapon that never needs further upgrades.
@ircubic
@ircubic 3 года назад
The thing about this is, while you can absolutely have fun with it and make it a big part of the game, it offers extremely little over just playing the game organically if you just want to progress through the story and missions. You may temporarily enjoy a 2-3 percent boost to effectiveness, but a simple perk upgrade can outstrip the benefits any crafting can provide because recipes are tied to levelup anyway. As the video points out, it is progression wise functionally irrelevant and the benefits you gain from it could just as easily be gained from simply focusing on leveling up faster (due to the recipe level gating). If crafting was so impactful that using it gave you a significant advantage, it would punish you for not devoting time to find a sufficient amount of certain materials like glue or oil, which at this point becomes a chore. Having to trek and backtrack through many (often unimaginative and repetitive) ruins just to find that one piece of glue you need to make a weapon that will allow you to progress would be _awful_ . On the other hand, if it gave you a significant advantage _and_ it was easy enough to get all the materials without being obtrusive, it is now again functionally irrelevant, because you might as well just replace it with more perks, loot drops and freely configurable weapons for the same benefit. Fallout 4 is a game that pretends that it's about crafting and that doing so is important, when that is demonstrably not the case. Its crafting system, while well designed in execution and creativity, is severely hamstrung by how stupidly resources are allocated through-out the world, how it's almost impossible to specifically search for the things you need without just arbitrarily exploring and hoping for the best, and just how little it matters. Yes, there are methods for repeatable, centralized access to resources (merchants, farming), but they are so far endgame and requires devoting significant time, resources(more laborious exploration) and perks, at which point you could already have finished the game and done every available major side-quest with the same amount of effort and time. In truth, Fallout 4, is an open-world loot-based "RPG" with a minecraft-esque building game awkwardly bolted on top.
@exilestudios9546
@exilestudios9546 3 года назад
While fallout 4s system did a great job implementing crafting and building I have a real hot take here...76 did it better in every way. Yeah I know 76 is a buggy, broken, damn near unplayable "game" that for the first year of it's existence didn't even meet the minimum requirements to even be called a fallout game but when the game did work I found it's crafting system to be leagues beyond 4s. Having to actually explore go find building plans instead of just magically knowing them was brilliant, having to scrap weapons you find to learn more upgrades for that weapon made even picking up what would have been normal vender trash more interesting. Had the game actually fucking been a game at launch rather than a buggy scam I think the community would have absolutely fallen in love with the new mechanics but nope Bethesda dropped the ball and the game did so poorly that zenimax sold to microsoft to recoup their losses.
@exilestudios9546
@exilestudios9546 3 года назад
@@ircubic that's just not accurate at all. The resources are placed in areas that they would logically be in the real world for example let's say you need abraxo for something where would you logically find that? Well there are super market that would have sold it, laundromats that would have sold it, janitorial closets might also carry it since it was multi purpose cleaner and so on but let's say you need screws well 2 of the most common items that contain them are desk fans and type writers. Now where would you logically find most of these things if you guessed office building you would be right so you should probably check one of the many down town office buildings. The issue isn't that the game has its resources poorly distributed it's that you are unable to use basic logic and figure out where the item you are looking for would logically be.
@SharkyShocker
@SharkyShocker 2 года назад
My problem is when games just make their crafting options overblown, along with the materials in the world. It's the key before the door vs. the door before the key. If you get given a key, you think "Huh, neat". But if you get shown a door, now you're intrigued. You WANT to get through it. So when you find the key now, it means so much more. I think a weird solution to many open world crafting options is "General Use Ingredients". Something where "Fallim Berries", "Maple Leaves", "Gacho Moss", etc aren't specifically required for any craftable items, but are general ingredients that can all be used to make Healing Salves or another item that is used often by the player. That way when the player crafts a bunch of Healing Salves and they look in their inventory to see that "Patterned Dew Leaves" weren't consumed, they can then realize that not only is it an item likely used for something else, but that they should pay more attention to where they get them from now on.
@bunnyofthesea
@bunnyofthesea 3 года назад
I enjoyed the "minigame" of pre-bedrock Minecraft crafting.
@dabmasterars
@dabmasterars 3 года назад
@Justin B classic crafting is pc crafting, pocket crafting is for mobile devices
@lor8262
@lor8262 3 года назад
@Justin B classic crafting is still I'm bedrock
@SM-ys8lw
@SM-ys8lw 3 года назад
this is why you should use java
@whaleforanothertime1847
@whaleforanothertime1847 3 года назад
@Gizmo Cat is there a mod pack for that crafting system?
@RexusprimeIX
@RexusprimeIX 3 года назад
I'm a Java player, could you explain to me what you mean?
@lazerbeam134
@lazerbeam134 3 года назад
As a tabletop RPG player I have to question the necessity of making item creation "impactful". From my perspective in RPGs at least it seems like it should just be an optional play style.
@greasergoon
@greasergoon 3 года назад
That’s what I also think. It should be a play-style that rewards you differently to another. Which is why I found it amusing that he never mentions fallout 4s settlement system and charisma build allowing you to start your own businesses and get caps or how survival mode impacts crafting. It’s like he’s barley played the game.
@JakeBaldwin1
@JakeBaldwin1 2 года назад
@@greasergoon I love being able to adjust weapons in FO4. Cause how I like to play or use stuff is often different from other people.
@chessplayer6632
@chessplayer6632 3 года назад
A while ago there was an RPG I played called Fantasy Life. Players have an option of starting in a certain “life” (basically an occupation). You could be everything from a mercenary to a wizard to a chef. You can switch your life at will. There were three main types of lives: gathering, crafting, and combat. The three types of lives fed into each other very will, meaning that everything you were doing could help with everything else you needed to do. You could gather special wood from a tree as a woodcutter then craft a magic wand as a carpenter then use that wand as a wizard. It was a very fun and cool experience.
@laytherian
@laytherian 3 года назад
I was just thinking about that. Fantasy Life was an absolute gem, glad I'm not the only person that remembers it.
@chessplayer6632
@chessplayer6632 3 года назад
@@laytherian Man I wish that game got a full on sequel. Didn’t it get a mobile game or something?
@laytherian
@laytherian 3 года назад
@@chessplayer6632 Yeah it got a mobile sequel but it was only released in Japan
@IsabellaAAH
@IsabellaAAH 3 года назад
I actually really like Fallout 4’s crafting system. It makes sense that people would be scavenging in a post apocalyptic wasteland full of broken building and it makes total sense that you’d do this too. It also makes sense that you can buy or find modified stuff in the same way that people can make food or buy it or buy materials to make it. It’s a great way to feel like you’re in the wasteland when you’re rummaging through ancient buildings to find that one thing you desperately need to finish a project
@Biouke
@Biouke 3 года назад
"Sir Henry, did you sneak into the apothecary's backroom to make your potions again ? "
@billy_bobs9349
@billy_bobs9349 3 года назад
him: shows factorio and how it gas good crafting me: subs
@karsten69
@karsten69 3 года назад
one of my biggest gripes with crafting is when you don't include a crafting tag on items. especially when you don't start out with all of the recipes, because that way the player will hoard a lot of junk that might or might not be useful.
@jemal999
@jemal999 3 года назад
You and I had VERY different experiences with Fallout 4, and I'm sad to hear you didn't enjoy the crafting aspect as much as many of us did.. I probably wouldn't have spent half the time on it that I have if it wasn't for all the crafting options (primarily base building, but I also use the item/mod crafting extensively). It's definitely not an 'add-on' for me, it's a core part of the gameplay. I've had entire play sessions where my goal was to go to a specific place for a lot of a specific item. (Fort hagen for Aluminum, Super mutant encampments for Bone, etc). This gives repeatable, player-driven reasons to go to certain places.. not because the story tells you to, but because you WANT what's there. And I know i'm not alone, b/c there's entire communities of crafters/base builders for FO4. Though, I must agree that crafting minigames that reward you for doing well are fantastic, and would have made it even better.
@federicodamico1996
@federicodamico1996 2 года назад
This!! The feeling of needing circuitry and go looting a robot factory is so immersive! And what about going to a scrapyard and hoarding lots of steel? A post-apocalyptic survivor NEEDS crafting to survive, and FO4 manges to incorporate it so well! Mods make it even more immersive
@storrho
@storrho 2 года назад
They should've given the base a function, though. Why did I build a fortress that never got attacked in 200 hours played?
@ceshmate1953
@ceshmate1953 2 года назад
The base is pointless, you don't need it. You also don't need crafting to finish the game. All crafting does is change they way you play the game. From entering buildings and exploring, you're now constantly looking at the ground or walls to find trash to pickup
@Hadeks_Marow
@Hadeks_Marow 3 года назад
"Crafting doesn't feel like crafting" When you put it like that, want to know a game has a very easy and simple system that would make for a good crafting system: HouseFlipper. (not joking, i'm serious) Every aspect of what you are doing, you manually have to do it through quick and simple movements. Installing a shower would have you have to move your mouse to the left to screw in a bolt, then drag the shower-head to where it tells you to. Yes, it is very hand-holdy process but that only simplifies it for the causal players but not to the point where the game just "does it all for you". A false sense of manual labor does help create the illusion of crafting. I don't like a mini-game system. That much trivializes it. As if it's arbitrary and not actually related or relative to what you are trying to do. Want to make a sword? Time to play guitar hero by swinging your hammer when the bar is at max. It's not just arbitrary but arbitrarily obtrusive. Every single motion within the crafting process should feel rewarding to the player. Again, like with house flipper, when I screw in the bolt to the shower, I know im not done crafting, but I know that one simple motion that took less than a second put me that much closer to being done because I got that one section done and it was super quick. That's why it SHOULD feel like manual labor, because if it does, it has a better sense of progression when you actually are in the crafting process. The moment you turn it into a mini-game it not only becomes repetitive, but also isn't even remotely relative to the think you are trying to accomplish as crafting isn't a game, it's a step by step process, like building something out of legos. Here's an example for you: Lets say you want to craft some arrows, you have to drag your gamepads thumb stick up and down a few times to sharpen the stone for the arrow head, after that you then press R2 to saw left on the twig that is the arrow stick, then release R2 and press L2 to saw to the right. This is for both where the arrow would rest on the drawstring, as well as the split for where the arrow head goes in between the bold stick. After that, it's just 2 circles of the analog stick to tighten the grip the bolt as around the arrow head as well as tying the arrow head to the bolt. After those 3 simple actions that take like 4 seconds each, you just crafted a set of 20 arrows in 12 seconds. Yes, it is a long time, but that's what meaningful crafting is supposed to be. But with ever action, you feel the impact of it, as if what you are doing as the player with your inputs, actually has weight to it where it actually matters. This could be just for early game and can then later can just be bought at a store, but the option still being there should you find your self low on amo and are currently hiding in enemy territory. Another example of this is Saticefactory, in the early game, you manually had to click a button to swing your hammer x amount of times to craft a iron bar out of iron ore, after awhile, you can automate this and have machines do it for you by feeding those machines fuel. In this case, fuel acts the same as money would where you are paying NPCs or Non-Player "Machines" in this case to do the work for you. It does give you a good sense of progression, but you can always go back to doing something by hand should you find yourself low on fuel.
@fisticuffs12
@fisticuffs12 3 года назад
my summer car is the truest crafting experience
@guillempares2282
@guillempares2282 3 года назад
This reminds me of how in Alien isolation opening doors and activating some things required you to do specific combinations that mimicked the ones done by the character. It was a nice way to make you feel physically connected to her and inners yourself into the tension of the game. However most of the time it wasn't in dangerous areas so it was just a bit tedious by the end.
@Hadeks_Marow
@Hadeks_Marow 3 года назад
@@guillempares2282 Well, tbf, in a combat situation, you wouldnt or shouldnt be crafting ayways. That being said, think of crafting in combat zones and how they are handled in The Last of Us. You can't move when crafting and gotta navigate a menu, so it leaves you exposed. The only difference is crafting is quicker. However, by making it take longer, it encourages the player to actually prepare before hand. I think this would be very benifitial in non-linear games. You shouldn't enter tougher areas without having the right gear on you. If you don't have enough, you can always go to the safer areas to farm out the materials for that gear. This is how Subnaughticas Safe Shallows works after all.
@dudep504
@dudep504 3 года назад
Interesting view.. what are your thoughts on minecraft crafting system? Before and after the addition of the crafting book.
@Hadeks_Marow
@Hadeks_Marow 3 года назад
@@dudep504 I didn't know the book wasn't always added/a thing. Either way, I find that it's (mc crafting system is) "fine", but done in a way that doesn't feel rewarding. It boils down to a slog fest. Part of the nature of crafting is grinding for materials. The problem is that for MC specifically, grinding for materials is 90% of the game and that, to me, that's not a good thing. When designing a game, I was told by someone smart: ok, what is the player doing for the majority of the time? Is that the part that's supposed to be the most fun? If not, decrease focus and adjust the focus more on what is supposed to be fun. If it IS the part that is "supposed" to be the fun part, did the design of that part actually succeed in being the fun part of the game? If not, tweak it, change it, or just completely redesign it. Because at that point, it's a failed design as it failed to accomplish it's original goal. This is why the above video brought up subnautica, it's all about exploring and gathering rather than just grinding. You don't need alot to get what you need, and it doesn't rely on RNG finds and RNG drops. Whatever you need focuses on making you explore somewhere, usally somewhere new (thats called progression in games, it's vital). If exploring is whats fun in these kind of games. . . mc doesnt offer alot to explore, and even then, it's based on RNG on if you can find half of the stuff to begin with. RNG being a progression block (pun not intended) isn't a good system. Nor is making things tedious to the point where the majority of the time is spent on that tedious thing. The "crafting" itself (the menu), is "fine", but everything revolving around it drags the game down. If that's the point of the game. . . then it's kind of a bad point to have, hence why everyone says vanilla is dull and prefer to play modded. Its a fundamental issue that shows even in the name itself: MINEcraft. The focus should be on adventure and exploration, but instead, it's focused on sitting in the mines all day, gathering resources. Some people might claim that to be an adventure in it's own right, but I just call that "limited" and "repetitive" and even at times, counter-progressive (like when you run out of sticks to make touches and picks, time to head back up to the surface just to be able to head back down again, aka: regression). All that put aside, I do enjoy the game, but even despite that, its foundational flaws, even to me, are very plain to see.
@timbomb374
@timbomb374 2 года назад
Crafting is meant to be a slow paced thoughtful thing. It doesn't mesh well when a game is fast paced and doesn't take much forthought for engagements. I think it works best in survival type games where you have to struggle to survive and can't just buy stuff from an NPC. I think crafting has much more potential than its being used for.
@Diggydogsp
@Diggydogsp 3 года назад
An interesting mechanic that exists in Genshin impact is when cooking food, the first so many times you make it, you have to time stopping a dial, in the correct area. Do it too early or too late, and the food will be of lower quality. Once you’ve done it correctly 20 times (varying depending on the food) however, you will be able to autocraft it from there on. For it too always require that or to be able to autocraft from the start would be tedious and boring respectively. With this system though, it’s very rewarding and you’ve had to earn the ability to auto-craft.
@xMirukanis
@xMirukanis 3 года назад
9:52 ”ultimately, I just want to feel like I’m Batman”
@TheCyanSqueegee
@TheCyanSqueegee 3 года назад
Nope, you are nitpicking and biased, I win, bye bye
@johncameron1935
@johncameron1935 3 года назад
Don't we all?
@ZeMalta
@ZeMalta Год назад
A game that I like the way it does it, is Dragon Quest Builders. For while there is some craftings that are simply en-masse, there are also some that are important and engaged, with the story, current mission and etc. We go out of the base getting ready and specifically towards a quest or for gathering specific materials.
@Evanz111
@Evanz111 3 года назад
I missed this one from you! One of my favourite examples is Fantasy Life, where crafting /is/ the game. Each vocation carries different recipes and mini games, and you level up and get skills for the crafting systems. They fully lean into it, and it works very well! It’s just as fun as the combat and exploration.
@zakifletcher8998
@zakifletcher8998 2 года назад
Wow somebody finally gave this relatively unknown game credit
@wave6604
@wave6604 3 года назад
But when Breath of the wild didn’t have arrow crafting I flipped my mind
@FighterPilot72
@FighterPilot72 3 года назад
I love the progression through crafting in MH and GoW. Kill stuff, get parts, decide how to utilize them. It's the last part where I get some choice, either in how the parts are used, or where I went to get the parts, that I love.
@unlimited971
@unlimited971 2 года назад
You d like terraria then
@FighterPilot72
@FighterPilot72 2 года назад
@@unlimited971 sure do
@brookspn
@brookspn 2 года назад
GoW crafting was pretty all right. No inventory management, really, which was nice.
@ck5718
@ck5718 2 года назад
What is MH? What is GoW? Gears of War, God of War?
@FighterPilot72
@FighterPilot72 2 года назад
@@ck5718 Monster Hunter and God of War (2018)
@averagejoe5145
@averagejoe5145 2 года назад
I can see a use for crafting some RPG's at least, particularly post-apocalyptic RPG's like Fallout, Wasteland, & Atom RPG. It'd be interesting to see characters recycling tech & materials that were made before the apocalypse into something new or more useful in a post-apocalyptic world. Unfortunately, not many games have actually tried to show OR tell players about characters who do that sort of work for a living. If they do show or tell players about it, then it's usually underutilized as very few characters are EVER shown performing such actions or even talking about it.
@KryyssTV
@KryyssTV 8 месяцев назад
As was noted in this video, most games these days actually have Item Shops or Upgrade Menus purposely mislabelled as crafting. Even from a design perspective the mechanical programming between an upgrade system that requires a resource and an item shop that requires curency is almost identical. The best actual crafting system I've ever known is in Star Wars Galaxies whereby item blueprints simply specified a type of resource such as metals or chemicals but the worlds contained a randomly shifting quality, quantity and location of dozens of these resources for each type. Consequently, if a blueprint for something like a blaster required a type of metal then you could use Titanium, Steel, Iron or Copper for example. But these all changed the stats for the item. Copper had higher conductivity so the blaster would do more damage, but resulted in lower durability compared to Titantium so the blaster would need to be repaired more. Further to this the quality of these resources changed every two-three weeks and you could end up with a period whereby the copper was very bad so you'd use some other metal of a higher quality to get higher damage. Servers experienced literal gold rushes when a particularly good resource cycled in with respurce nodes being covered in automated harvesting structures as far as the eye could see. Some players sold the resources immediately, but the smart ones would stockpile until the resource cycled out. In the end, it came down to crafting systems needing to have scope for experimentation and customisation within themselves in order to be meaningful and engaging, but the systems that dictate the availability of resources need to also drive players to continually adapt their crafting methods so that it doesn't become a stagnent activity once you've figured out an optimum combination of resources.
@xirensixseo
@xirensixseo 3 года назад
im reminded of that scene in SAOA where liz makes a sword by playing three minigames at the same time. "the crafting system is seizure inducing" bwahaha
@hecc7906
@hecc7906 3 года назад
1:30 who on God's green Earth builds the teleporter in Hangman's Alley?
@mylesfrost335
@mylesfrost335 3 года назад
i think hangmans alley is the best settlement in survival to use a home base, close to diamond city, almost all the crafting workbenchs(go to diamond city for the weapon one) its central to the map, across the bridge from where you spawn leaving the institute
@hecc7906
@hecc7906 3 года назад
@@mylesfrost335 I like the location too but downtown ruins my fps too much
@Demonic_Culture_Nut
@Demonic_Culture_Nut 3 года назад
How to Train Your Dragon for the DS also makes crafting into a minigame. Several, actually. And how well you do in the minigames affects the quality like Dragon Quest 11.
@kendalllingard6936
@kendalllingard6936 2 года назад
Pouring the molten metal and tap tap tapping the sword to sharpen it was so fun and satisfying
@ivanjarpa2669
@ivanjarpa2669 3 года назад
I find the crafting system in resident evil the perfect one, you cant farm, every medkit you make, is only one and you won’t be able to get another for a while
@ollowainhd5531
@ollowainhd5531 2 года назад
5 did the best job :D i like that you mentioned it because i thought it's a really good example as well. the game required you to craft but it does not feel like a checklist even tho it is a task to get that med kit
@dradenyyg4805
@dradenyyg4805 3 года назад
I’m surprised you didn’t come back around to mention Minecraft again at the end there, which, personally, has one of the best crafting systems ever. Makes sense since it’s in its name and really started the trend. But the fact that it’s an interactive grid where you form the shape of the item, which can be done fairly quickly and stacked to make multiple is just perfect
@simpson6700
@simpson6700 3 года назад
minecraft kinda ruined that system though, now it's just another crafting game with a list you click on.
@We_Are_Borg_478
@We_Are_Borg_478 2 года назад
EverQuest 2 had the best crafting system ever made. Back in the day, the best armor you could wear was crafted. But to make a vest, you had to collect the materials, craft them into string, leather strips, ect. THEN, you could craft the actual item. The items you were crafting had durability bars and progress bars as you made them, and you had to increase progress without weakening durability of the item. This applied to making food, drinks, poisons, potions, arrows, ect. Not only did you need crafted gear to survive, you either had to spend HOURS gathering and crafting just to make one set of armor or pay somebody gold to do it for you, which created a healthy economy in the game. Players that loved crafting didn't even adventure. They would stand in town and just craft gear for people and become filthy rich. The adventurers loved it because they could let somebody do the crafting work while they run a dungeon with their buddies. Every 10 adventure levels, you need a new tier of upgraded gear, which enriched the economy even more.
@wowanothercookie
@wowanothercookie 3 года назад
A lot of times crafting also boils down to repetitive grinding until you have 50 of x, and instead of making it a challenge someone just put a higher number or a rarer drop. What I like more are recipes you have to figure out at first, but are easy to use after that.
@Tommyvang187
@Tommyvang187 3 года назад
I think it comes down to the style of game at hand, for example In Monster Hunter, its closer to the first example you listed, but at its core its a hunting style game with the crafting used as a way to steadily improve your equipment, and meant to be used in ways that don't require you to make the same recipe over and over, so it kinda fits the games style as the reward is often times an Extremely powerful weapon and armor set that is meant to be used for hundreds of hours since you will be mixing and matching said weapons and armor multiple times over in several different builds and sets as you test out hunting strategies. But it has NO business being in a game where crafting is the main focus like Minecraft or The Forest.
@dozenthmeteor705
@dozenthmeteor705 3 года назад
Honestly I loved fo4 crafting mechanics I found myself boosting storage space when upgrading armour adding things like scopes I also used a ton of the consumables like with thing like radx radaway medx jet psycho and the like especially intergrated in survival with me also having to cook food and water to fix the consumables drawbacks also the dlc which allows you to craft ammo greatly increases the need for crafting and settlements on thing I think would be cool though would be if you would actually be able to take apart the gun a reassemble it with different guns it could be really cool and I do agree that settlements need to have more rewards and endgame should feel like diamond city
@hatsjer
@hatsjer 2 года назад
I actually like the crafting in the space game Elite Dangerous. I have played that game for nearly 2000 hours, and just now did I realize it was actually a crafting system I was interacting with. Say you're driving your Surface Recon Vehicle, and you took damage. Be it from combat, or you took a tumble down a mountain. You could either go back to your spaceship to have your SRV repaired, or "craft a hull repair". With the crafting option can you either use 2 pieces of iron and 1 piece of nickel (which are found on practically every planet and moon) to fix your vehicle, or use more difficult to find items to make the hull stronger. Things like this applies for everything you can craft (except for refilling oxygen in emergency life support and limpets). Hull repair (stronger hull), fuel resupply (more efficient / lasts longer), ammunition (more damage), limpets (you forgot them again, didn't you?).
@AURORAFIELDS
@AURORAFIELDS 2 года назад
I am surprised you didn't mention Factorio or Satisfactory at all, where the crafting system is literally the hook of the entire game. If there were no crafting system, there would be no game to play. I think that's a great example of how to make a crafting system meaningful part of the game
@Edzter
@Edzter 2 года назад
My biggest gripe with crafting systems in some games is when either I get a better weapon I found in a secret area, or from some form of drop that was better than what I can make. Or if there are 2 types of weapons, one better than the other, that uses the same crafting item, then I'll craft neither thinking there's something better i can make with the same materials.
@skyecase5968
@skyecase5968 3 года назад
You are so good at explaining what you are trying to present. Personally, I do use consumables A LOT, more than just health ones. When I played Fallout 4 I never built a base, only for the achievement, I didn't see the point of it as I wasn't going to ever be there, only on the move. So I spent my resources on armor and weapon upgrades, as well as consumable items. Love your videos a lot btw!
@madness_lab
@madness_lab 3 года назад
When it comes to the systems being "intrusive" I feel like genshin impact made a good job, the cooking system has a mini game that is obligatory at first but it becomes automatic after getting multiple perfect scores
@reikeon4826
@reikeon4826 3 года назад
Genshin has 1 singular minigame which gets pretty repetitive until it become irrelevant and is only used cooking. They replaced smithing with an npc and alchemy is a classic interface interaction without a progression bar. They didn't really do anything out of the ordinary standard procedure.
@luipaardprint
@luipaardprint 3 года назад
Also most food and potions are basically unnecessary.
@liamsz
@liamsz 2 года назад
Genshit
@akaitsuki606
@akaitsuki606 2 года назад
I agree! I think that it's not just how it approaches the things you can do with materials, but the core of the game. It being a game focused on exploration and collection incentives people to collect and have fun just making random things and seeing what they do. It doesn't have to be needlessly complex, just fun, and I think Genshin does that well. I like playing casually and doing things when I want to, being able to collect things without being pushed into them, etc.
@maxeraltalt5429
@maxeraltalt5429 2 года назад
For ghost of tsushima (i saw you included it a few times i would argue they dont have a crafting system and instead its a trading system i think the thing thats closer to the crafting systems you were talking about is when you pick up poison to ceaft into darts
@umbrosia5202
@umbrosia5202 3 года назад
The point of crafting should be, that limited recourses can be decided where to put to. Also, instead of just money, the materials could bring other forms into the mix. They could be found in differnt areas and make so a progression system. However, if the materials are everythere, why even bother? You have everythin all the time, why not cut crafting? That would be a bad crafting system.
@CarlolucaS
@CarlolucaS 3 года назад
Imagine how much dev time could be cut by just getting rid of pointless crafting mechanics.
@RJWhitmore
@RJWhitmore 2 года назад
This an under-appreciated point, I feel. It is not enough for a crafting mechanic, or any mechanic, to just not make things worse; the mechanic still took development resources to put it that could have been put somewhere else (or lower the cost of the game). For a mechanic to be implemented, it either needs to be experimental (which is necessary to find better stuff) or it needs to be of more value than the alternatives. Many games just chuck in pointless mechanics these days.
@entelin
@entelin 2 года назад
It varies, most of the bad examples of crafting are also relatively low effort systems. It's not an issue of dev time, it's a symptom of a larger gameplay design issue. Large open world games being the obvious examples. If you start with the premise that you are going to build a large world, but haven't decided *why* the gameplay needs this world, then you are left with the difficulty of finding out what to fill it with, so that's what you do, you just "fill" it. It's not that crafting in many of these cases is the problem, it's that if you took crafting away it would be even more glaringly obvious that the game itself is poorly designed.
@kuuphone3193
@kuuphone3193 2 года назад
Not much, because the games with pointless crafting, don't have much of a mechanic to begin with. As he said, they're shops with a different skin, and don't take much time or effort to implement. Removing CRAFTING from games you don't like to craft in, is not actually a "savings" in time. It's the removal of a mechanic others find quite pleasing to interact with, and you can just play another part of the game.
@CarlolucaS
@CarlolucaS 2 года назад
@@kuuphone3193 You know that from experience or you are just talking out of your ass? Cause even for a simple crafting mechanic you have to design all the UI elements. Programm the interactions. Place crafting meterials around the map and so on. Just because someone enjoys something doesn't it make not pointles. Also you are basically telling me to ignore the product to enjoy the product.
@RJWhitmore
@RJWhitmore 2 года назад
@@kuuphone3193 The mechanics may be simple, but the development time can still be substantial. How many times have you identified a simple numerical bug in a game, reported it, and then had to wait a month for a fix? Crafting systems are not just the UI and the implementing code, it is also the reagent choice, the placement throughout maps, the balance choices and checks, ect. By comparison a shop is much less time and effort consuming. To be clear, I very much enjoy well thought out and interesting crafting systems. If nothing else, I would be against these parodies because they muddy the water for the consumer looking for such a mechanic.
@RoGo259
@RoGo259 3 года назад
Imagine a game with a crafting system that is actually custom, where you actively have to shape metal into a sword, axe or whatever you want shape and the combination of weight, size of sharpened edge, sharpness, length, etc. decided how much damage you do.
@manuelm2300
@manuelm2300 2 года назад
Jacksmith does this pretty well
@aBucketOfPuppies
@aBucketOfPuppies 2 года назад
Reminds me of Cubeworld from back in the day.
@leonelegender
@leonelegender 2 года назад
try one hour one life
@windflier1684
@windflier1684 2 года назад
That would probably driven off 99% of the players
@SupachargedGaming
@SupachargedGaming 2 года назад
Nightmare World MMO (Early, non-public development) is a game that originated as a challenge to the scam that was "Dreamworld". Highly recommend looking into the story behind it, it's fascinating and brilliant imo... but not relevant here. What is relevant, however, is the crafting system they are (well working on) adding. It is going in the direction that you suggest, being able to basically customize weapons how you want them, at least in terms of appearance (I don't know about mechanical impacts. I don't use twitch, so I only get rare youtube videos as updates (Devlogs, every MMO needs devlogs!) For example, you could alter the appearance/style of the hilt, the blade and the crossguard. Like, individually. Disclaimer: It's being developed for free, so it's not going to be huge and it's not going to be out any time soon. There's a small group of devs who are trying to make an MMO *they want to play*
@mostactivechannel2951
@mostactivechannel2951 2 года назад
Your points about about interactive crafting reminded me a lot of the systems in Kingdom Come: Deliverance. Brewing potions requires the player to manually grab ingredients and manually cook them, grind them and such. Also if your swords become to dull you have to take them to a grindstone and sharpen them yourself. Obviously KC:D prides itself on its realism and not all of the systems in it are this thought out but I still found them pretty engaging.
@klikkolee
@klikkolee 3 года назад
A well-designed crafting system can play a major role in how the game's rewards work -- giving the player substantial choice on their ultimate reward (unlike receiving random, complete items) while still being able to skew how often players have access to certain rewards (largely unlike shops -- shops can get some of this from price differences, but that is having the rare rewards be at the expense of the common ones)
@frozenepsilon5295
@frozenepsilon5295 3 года назад
The concept of crafting taking time and effort instead of being a menu interaction is what makes minecraft redstone so satisfying.
@FFXfever
@FFXfever 3 года назад
I think there's a difference there though. Minecraft is a game that is based around using physical space. As a result, building in that game is a natural puzzle in of itself.
@frozenepsilon5295
@frozenepsilon5295 3 года назад
@@FFXfever but building with redstone to create machines and automation is different than just building structures.
@FFXfever
@FFXfever 3 года назад
@@frozenepsilon5295 agreed, but my point is that building has innate spacial logistics that the player needs to figure out. In Redstone's case, it's wires management. And these logistical puzzles are fun because they are tied to the core gameplay loop of Minecraft, exploring and utilising space and resources. In almost every other game, they don't get that kind of benefit. There's a reason even stardew won't add a minigame to crafting, because in that game, clicking to manage resource is the gameplay loop.
@angelamazakas2624
@angelamazakas2624 3 года назад
The Last of Us did, imo, the best job so far with crafting. It made the player get out of their comfort zone (when certain supplies were super rare in some areas)
@Shnarfbird
@Shnarfbird 3 года назад
A game I played that did this well was this small-potatoes platformer in the DS era called Mushroom Men: Rise Of the Fungi. I'll save my glowing memories of the story for another time, but what impressed me was that there were little odds and ends you'd collect around the levels which could be combined into weapons of different types with different effects. The menu used to combine them was very Minecraft-like: Where you put which component affected what the weapon was or did - put a cork on top of a toothpick and you'd make a hammer, but if you got a piece of string and put it between them you'd have a flail! Or something along those lines, it's been a decade or so.
@nicholastheprivate
@nicholastheprivate 3 года назад
I'm not gonna lie, i love your videos, they give a lot of new perspectives I'd never think of otherwise. Thank you!
@razbuten
@razbuten 3 года назад
I appreciate that this not a lie tbh
@wilsonklingelhofer1005
@wilsonklingelhofer1005 3 года назад
@@razbuten But it could be...
@wilsonklingelhofer1005
@wilsonklingelhofer1005 3 года назад
Unless he was telling the truth that he wasn’t going to lie...
@EmperorsNewWardrobe
@EmperorsNewWardrobe 3 года назад
@@razbuten 😂 to be fair, if he was lying he would say that he wasn’t going to lie
@one_of_a_duo
@one_of_a_duo 2 года назад
I doubt any one remembers this game but I remember as a kid playing a how to train your dragon tie in game for the dsi that had a neat albeit gimmicky crafting system. There was a blacksmithing mini game where the quality of the item was determined by a series of mini games where you'd blow on the microphone to heat up metal, pour the exact amount of metal needed for the item, etch the sword by drawing with the stylus, and. properly sharpen the sword. The minigames changed for armour pieces as well such as removing slag from the surface to polish it. It was strange and it's been long enough that I can't remember how good the game is but that system stuck with me. I remember having a lot of fun frantically trying to make a good item as a kid.
@burlong01
@burlong01 9 месяцев назад
Every time I think about starting Skyrim again I think of the crafting/enchanting loop and I happily forget thinking about playing Skyrim again.
@coolwoodchuck3573
@coolwoodchuck3573 3 года назад
that's fair, anyway love all the stuff you do your videos have made me think about gaming as a whole but also how to approach real life situations, your videos make a difference.
@Yews
@Yews 2 года назад
Far Cry 3 used to be my least favourite in the series before Far Cry 6 came out, but I love the way skinning is done there. It is acknowledged with an animation of you shoving a raw hide into your backpack complete with the protagonist going ‘ew’, but it takes a couple seconds at most. I think that is the golden spot between Super Mario and Operation Flashpoint
@Raphir
@Raphir 3 года назад
Here's a legit, verified and 100% sincere hot take: Best crafting in video games? Yohoho Puzzle Pirates
@lapaba1236
@lapaba1236 3 года назад
A like for your boldness, Good-One.
@Tokahfang
@Tokahfang 3 года назад
Agreed!
@DWal32
@DWal32 2 года назад
One of my favorite crafting styles is from A Township Tale; You take two items, like a stick and some flint, and you attach them together on various nodes. For example with a flint and a stick, you can attach flint to the front or top of said stick to make a shovel or pickaxe. You can also manually smith metal items, such as swords, axes, pickaxes, and more, as well as chisel wooden handles and bow pieces. It feels way more impactful than a menu where you just press a bunch of buttons in a certain order and somehow an advanced weapon comes out like a machine gun or longsword, or a crafting grid where you stick a bunch of giant wood planks and sticks together. Though it does take a really long time to craft anything using the ATT system.
@ghostnoodle9721
@ghostnoodle9721 3 года назад
MGSV: Ahaha its super easy what do you mean MGSV Late game: 500000 biological material and 25000000GMP For WHAT?!? Sniper: Hehehe I pew harder
@francegamer
@francegamer 3 года назад
i feel its only really good in games with base building and survival as a focus, because getting this one but of furniture or this one item is kinda less fun than going "cool with this wood i can make this raft bigger" or "this is what i need to make some turrets", thats fairly fun but if the main focus of the game is going out and doing stuff and fighting monsters then just tacking on a crafting system means it'll be ignored
@fletchersaur4918
@fletchersaur4918 3 года назад
The potion brewing in Kingdom Come: Deliverance is great
@Spazza42
@Spazza42 2 года назад
Crafting makes sense in survival games but is usually just an expected extra in everything else. Tomb Raider had a good idea with crafting arrows on the fly but it should’ve been extended to crude ammo as an opportunity to make real ammo scarce. It would’ve helped the difficulty a lot.
@0Gumpy0
@0Gumpy0 3 года назад
Crafting systems were, once upon a time, something I loved and looked for in games, for many of the reasons you mentioned. Then every single game has one without much thought and it just makes me groan. Similar thing happened to the concept of open world games too, for that matter.
@IOTewks
@IOTewks 3 года назад
Agreed. From what they've shown, Cyberpunk looks like a breath of fresh air, because the primary gameplay appears to center around deciding who to trust and who to betray. Combat being optional will go a long way towards increasing immersion within such a dense open city.
@deryckschnee6376
@deryckschnee6376 9 месяцев назад
Just stumbled across this older video however, it has aged well! Excellent essay on the topic. Thank you.
@Ecliptor.
@Ecliptor. 3 года назад
wanting crafting to be more intrusive is an unironically "you think you do, but you don't" opinion, tbh
@joeydestructo
@joeydestructo 3 года назад
Not really, not if crafting is essential to the game like he says in the video. Imagine an FPS where you automatically win all firefights as long as you have a gun and enough bullets in your inventory. What would be the point? Overcoming the obstacles in front of you is the game. If crafting is as easy as collecting stuff and pushing a button to get the thing you want, it's just buying from an item shop with a different name. Which is fine, but it's definitely not essential to the game, which is what he'd like it to be.
@Ecliptor.
@Ecliptor. 3 года назад
@@joeydestructo Yes, but if crafting is as intrusive as having to play a minigame for 15 minutes to craft stuff, I will get tired of it by the second time I do it. And I'm not a cracked out zoomer, I'm a 27 year old boomer who takes his time with everything. I do agree with some points in certain videogames, like tomb raider, crafting arrows while running, that really is pointless.
@fergochan
@fergochan 3 года назад
I think it's more of a "crafting should be incorporated into games in such a way that it can be satisfying even if more intrusive" kind of thing. If Skyrim's crafting was left identical except every iron dagger took another 15 seconds to make it would be infuriating. But if they reduced the quantity of crafting you had to do to level up (and rebalanced everything else related to it) then that one iron dagger I made that took me a whole 15 seconds might be something great I could be proud to keep. Similarly, if I have to break my gameplay loop to play a bear skinning minigame every 5 minutes it's going to get frustrating. But if there are only 5 bears in the whole game then maybe it's something special.
@NabsterHax
@NabsterHax 3 года назад
Or it could be that if your crafting is annoying and unfun when you make it a bigger part of your game, then maybe you should redesign your crafting system so people actually want to use it and not skip through it as fast as possible. Slowly skinning 100 animals that take 10 seconds to kill is boring as hell, but taking the time to savour the rewards of a long, actually enjoyable hunt once or twice in the same amount of time is fun.
@djroscurro9859
@djroscurro9859 3 года назад
@@Ecliptor. If the crafting is fun and not annoying, I think it could work
@joosh65
@joosh65 2 года назад
This is a good point (as well as your other video about consumables) that goes to show your concept of really implementing the feel to the player of immersion to the game. If it's "just another health potion" kind of situation, you may just think it's pointless and never worry about health potions. If the game is designed where health potions are a necessity, or at least a challenge to not have, then it makes people feel the damage they take each time and consider using items like that. I only ever had a free account (and now I don't think I could get on), but Final Fantasy XIV did an amazing job with crafting in my opinion. The game has players pick a class like any other fantasy RPG but lets you swap between that one or other classes, all (or at least most) of which level up independently of each other. At some point you can pick up a crafting *or* gathering class, which is a completely unique system. The gathering classes have a certain amount of energy, similar to mana, that is expended and recovered over time to limit harvesting things. This energy is used just like mana would be in combat though, making your gathering more efficient, more likely to work, work to gather better materials, etc. Crafting is a different ballpark again. You pick an item from your crafting menu and sit down to work on it. Each item you work on starts with a full energy bar and a certain crafting durability (which most actions reduce). There are basic things like progressing crafting or increasing the likelihood of the item being rare, then there are more complex things like repairing the crafting durability or buffing your future actions. Overall it makes for an incredibly immersive system, since while there may be a specific "best" way to craft any given item, you still have a sort of pattern of actions to follow just like others might have when fighting in a raid. In the end you feel like you worked for that item, and it's because you did!
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