Building Better Crafting Systems

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  • Опубликовано: 26 сен 2024
  • Support the channel on Patreon!: / architectofgames
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    You Saw:
    Humankind (2021)
    Valheim (Early Access)
    Satisfactory (Early Access)
    Animal Crossing New Horizons (2021)
    Final Fantasy 14 (2013)
    Spiritfarer (2020)
    Fallout 4 (2015)
    Resident Evil 8 (2021)
    Ooblets (Early Access)
    Horizon: Zero Dawn (2017)
    The Legend of Zelda: Breath of the Wild (2017)
    Runescape (2001)
    Stardew Valley (2016)
    Minecraft (2011)
    Atelier Sophie: The Alchemist of the Mysterious Book (2015)
    Battle Chef Brigade (2017)
    Terraria (2011)
    Subnautica: Below Zero (2021)
    Prey (2017)
    Project Winter (2019)
    THe Elder Scrolls 5: Skyrim (2011)
    Death Stranding (2019)
    Potion Craft (Early Access)
    Factorio (2020)
    Deep Rock Galactic (2020)
    The Last of Us 2 (2020)
    Red Dead Redemption 2 (2018)
    Far Cry 3 (2012)
    Monster Hunter World (2018)
    Monster Hunter: Rise (2021)
    God of War (2018)
    Dead Space 3 (2013)
    Mass Effect: Andromeda (2017)
    Dragon Age: Inquisition (2014)
    Ghost of: Tsushima (2020)
    Psychonauts (2005)
    Crafting systems are one of the most popular mechanics in all of videogaming, appearing in everything from open world games to shooters to MMOs, and if there's one thing that most crafting systems have in common it's the fact that they... sort of suck.Whether they're boring or time consuming or overly simplistic, there are a lot of potential problems that can plague crafting systems, and to make matters worse - a lot of the bad ones look just like the good ones.
    So, what’s the solution?
    Well, after some tinkering, salvaging and refining, The Architect has come up with a three-step formula to fixing every crafting system, focusing not on their mechanics, or their balance, but the way they affect their parent games - it makes sense in context, trust me.

Комментарии • 2 тыс.

  • @ArchitectofGames
    @ArchitectofGames  3 года назад +581

    Help I need more money to buy leather scraps so I can keep making iron daggers!: www.patreon.com/ArchitectofGames
    Come join me on twitter dot com to harvest the decaying remains of civil discourse - you can make a sweet armour set out of it: twitter.com/Thefearalcarrot

    • @yashobantadash6462
      @yashobantadash6462 3 года назад

      I believe crafting system is good if it's not extremely completed look at toram online weapon crafting player version I don't want to have to need a math degree to figure out how to make a meta armor should I add +23 crit rate or a 8% str stat which would be meta is this armor gonna be useless if crafting fails should I aim for 100% crafting success by reducing stats from the crafted armor can I sell it when I craft a better one when the next update comes out all that stuff is worse then a fixed boring crafting system what's worse then a boring mechanic is a easy to fail mechanic

    • @GuacJohnson
      @GuacJohnson 3 года назад

      ​@@poetryflynn3712 lmao how many people have ever told you that they like the crafting in AC? Personally i've only ever heard complaints about it and would feel remise to base an entire argument off an assumption that contradicts actual player feedback whilst providing caveats to support the point I'm supposedly arguing against but hey you do you

    • @pixelmaster9964
      @pixelmaster9964 3 года назад +2

      Please for the love of god man use bows to power level smithing.

    • @notyetdeleted6319
      @notyetdeleted6319 3 года назад

      I remember the crafting in Worlds Adrift (R.I.P.), where much of the game was about crafting, and exploring for new recipes and materials.
      The best was that everything had material properties, as somebody interested in engineering, it was a dream come true of a game.
      I miss the game very much, but I’m glad I got to experience it. I think it’s an example of what crafting centric games should strive to be (despite the flaws)

    • @zaiope95
      @zaiope95 3 года назад

      @@GuacJohnson Count me as one person who likes the ACNH crafting system, it's very fitting for the rest of gameplay

  • @randomcarbonaccumulation6478
    @randomcarbonaccumulation6478 3 года назад +4956

    For everyone else frustrated by the Skyrim mining animation: Equipping the pickaxe and beating the shit out of the ore vein works just as well, and is much faster.

    • @Torlik11
      @Torlik11 3 года назад +995

      True, it makes the whole process way less tedious. Too bad the game don't tell you clearly that it's an option.

    • @ArchitectofGames
      @ArchitectofGames  3 года назад +2816

      WHAT

    • @JustKrona
      @JustKrona 3 года назад +914

      I shiver to think that there are people out there who use the animation to mine an entire dungeon instead of hitting it 9 times and being done with it lol

    • @rowan2732
      @rowan2732 3 года назад +331

      @@ArchitectofGames lmaoooooooooooo

    • @Miha-ii3dy
      @Miha-ii3dy 3 года назад +172

      WHAT???

  • @parchmentengineer8169
    @parchmentengineer8169 3 года назад +6129

    You know you've got a good video when Minecraft and Modded Minecraft are treated as two separate games, and discussed in their own contexts.

    • @mdbgamer556
      @mdbgamer556 3 года назад +129

      Y e s

    • @vizthex
      @vizthex 3 года назад +24

      pog

    • @MouldMadeMind
      @MouldMadeMind 3 года назад +402

      @Blue Neon modded minecraft isn't even the same as modded minecraft.

    • @exudeku
      @exudeku 3 года назад +77

      @Blue Neon true, its like FtB RF-focused mods to Magical mods like Botania

    • @foolishlyludicrous
      @foolishlyludicrous 3 года назад +127

      @@exudeku Botania is a tech mod. Fight me.

  • @eletric_shower
    @eletric_shower 3 года назад +1789

    I'm so glad that
    Adam Millard - The Architect of Games™ had talked to me, and only me, at the end of the video.
    I can feel your jealously from here

    • @marioguy5443
      @marioguy5443 3 года назад +94

      That can't be right.
      He was speaking to me he said so himself

    • @mohammadazad8350
      @mohammadazad8350 3 года назад +71

      @@marioguy5443 You must be mistaken, he clearly was talking to me and only me

    • @omegabet3912
      @omegabet3912 3 года назад +23

      This is so accurate, am biting my handkerchief very comically right now.

    • @Parlora
      @Parlora 3 года назад +15

      I don't get it. It just goes straight into the Patreon thing?

    • @danielburnham5325
      @danielburnham5325 3 года назад +18

      Wait he didn’t say anything to me, what did he say to you guys

  • @generalZee
    @generalZee 3 года назад +800

    Watching the part about Fallout 4 made me realize something. Preston's "Another Settlement needs your help" line isn't just annoying because he comes out of nowhere to bother you while you're playing elsewhere, it's annoying because it's a reflection of the lack of agency you actually have. You can spend hours clearing all the camps around a settlement, and placing defenses, and assigning villagers to posts, etc. but it won't make a lick of difference. Preston can still say that the settlement needs help from some random bloatflies or something. It's another way the settlement crafting in FO4 is just a tacked-on mechanic rather than an integrated mechanic.

    • @chaosordeal294
      @chaosordeal294 3 года назад +25

      You're missing the point of the mechanism. Some players wanted to rip through F4 in ten hours and some wanted to play for hundreds of hours. Preston has shit for you to do if you're looking for shit to do, but it's optional. Base-building is the same. The notion that everything in a game has to reward you with ammo and plus tens is dumb. F4's base-building is its own reward if you're interested (I got plenty of fun out of many of my bases), but you can take it or leave it.

    • @deezboyeed6764
      @deezboyeed6764 2 года назад +31

      @@chaosordeal294 fallout 4s base building is dog shit, without mods i would rather play fnv wasteland defence at least there the settlement i build gets attacked. Fallout 4s building is discount sims and at least in sims theres things to do. Its fine if you like it but its nothing more then an empty sand box equivelent to minecraft creative mode.

    • @kaptenlemper
      @kaptenlemper 2 года назад +23

      @@chaosordeal294 the very idea that you need to babysit the settlements with no choice to delegate or see any actual development in the settlements you establish outside of your direct actions killed it for me. It's just busywork for a character that is supposed to be at the top of the hierarchy.

    • @nnnik3595
      @nnnik3595 2 года назад +2

      @@deezboyeed6764 Id argue that in Minecraft creative mode you can plan builds that you then build in survival - so it would have more of a goal than the game mechanic you described.

    • @danamoore1788
      @danamoore1788 2 года назад +7

      @@chaosordeal294 I think it does fail and is a tacked on piece of game play. I get your settlement. I put walls all around. Guns at every wall segment. Food and water in excess of your needs. Entertainment etc. I get back to Preston, and you managed to get kidnapped right out of your farm. Because the RNG does not factor your work. When there is an actual attack on a settlement. It only looks at the defense score up to an arbitrary number. So building beyond the arbitrary number is pointless. Oh and the armor and weapons those people all have? Not counted in the defense score at all. Put a town in power armor and arm them with gauss rifles. Counts the same as naked and unarmed. It only matters if you happen to even be there during an attack. Those walls to keep raiders out? Do not actually stop any raiders unless you are there. The system is coded to let raiders inside after a certain amount of time after you are warned of the attack. Which renders the base building mechanically pointless.
      I have seen some awe inspiring builds. Towns more full and alive than Diamond City. Some managing to not look wasteland. But in those cases it is not an actual living town or city. Just less of an illusion than a Sims game.
      Weapon crafting does indeed offer a specific improvement as you progress however.

  • @d_boi9345
    @d_boi9345 2 года назад +299

    The best crafting I've ever tried was in Noita. You put spells into slots in a wand basically like writing a code with projectiles, paths, effects, projectile modifiers etc. You can have game-ending wands 20 minutes into the game that slice through enemies or fire at machinegun rates or you could misplace something and kill yourself when you first use it. Doesnt get more tangible than that

    • @BananaDude508
      @BananaDude508 9 месяцев назад +14

      Noita is a goated game

    • @sleepykittyMMD
      @sleepykittyMMD 9 месяцев назад +3

      Dang that sounds cool

    • @sleepnt992
      @sleepnt992 9 месяцев назад +1

      Two Worlds II had a spell crafting system, too. It is the only thing I remeber from it XD I will look into the other game you mentioned. sounds fun

    • @rocksalt636
      @rocksalt636 9 месяцев назад +12

      Noita is really a deck building game, except your opponents are just hp sponges that will most likely overwhelm and kill you if your wands aren’t strong enough.

    • @T3hIluvatar
      @T3hIluvatar 8 месяцев назад +4

      Noita requires a master's degree in it's crafting system to even attempt to make anything useful

  • @roamingthereal4060
    @roamingthereal4060 3 года назад +1111

    Star Wars Galaxies had the best crafting system in any game I've ever played. All crafted gear was better than all dropped gear, but you could find rare drops that allowed you to craft the best gear. The quality of the materials you crafted allowed you to craft better gear. You could buy swords for 4k credits that did 100 damage, or you could buy swords for 200k that did 120 damage. All based on supply and demand of the players in game. The better quality of the ingredients you used during creation, the more stats you could spend to make the weapon. So new weaponsmiths would make low stat items like powerups (optional ammo to increase stats) or components to other items like barrels for guns, or lower-tier leveling weapons, while master weaponsmiths could do anything. All items had durability, so gear would constantly break and need to be repaired or replaced. So people constantly needed crafters. You could play as a weaponsmith and have a full experience in the game without ever killing a monster. The richest person I ever met in-game was a tailor who made +skill mods for high-end pvp gear and fancy unstated clothes like custom wedding dresses for roleplaying. It was a really good balance where some players would resource hunt. Other players would mob hunt. Crafters would buy resources and mob drops to craft gear to sell back to the other two groups and pvpers.

    • @ArchitectofGames
      @ArchitectofGames  3 года назад +333

      I've heard a lot of great stuff about the crafting in galaxies! Shame I never got the chance to play it

    • @feidry
      @feidry 3 года назад +87

      This was the first thing I thought of when I saw this video in my sub feed. SWG's crafting is far and away the best crafting system I've ever had the pleasure of interacting with. It's a big part of my motivation for learning gamedev. I want to recreate a similar system some day. The statted resources being the primary difference between it and every other crafting system I've ever seen. There were also factories that you could plug a blueprint into that would make identical items or you could hand-craft things to roll the dice each time and possibly get a better result. It also took into account the combat character builds by using looted resources. I'll never forget the experience of taking down a Krayt dragon, looting godly tissues from it, taking those and a pile of credits to the best weaponsmith on the server to ultimately end up with a speed and damage capped T-21 rifle for my rifleman character.

    • @KillerBot5100
      @KillerBot5100 3 года назад +47

      Sooooo, a functional economy in a game that isn’t too overly complicated. Nice!

    • @graefx
      @graefx 3 года назад +34

      @@KillerBot5100 oh no the functional economy could get wildly complicated. But you figured it out pretty quickly or at least whatever sub section you needed or often someone would just show you their favorite places and methods.

    • @graefx
      @graefx 3 года назад +16

      Always a pleasant surprise seeing SWG brought up. Crafting was robust and a corner stone to the whole game, and also had enough player agency in it to where every hammer or blaster weren't created equal with the market having a list of interchangeable items. There were known crafters who cornered the markets and that you went back to time and time again. Iirc, it was a city on Lok called Pompeii were I always got my weapons and armor.

  • @Noone-of-your-Business
    @Noone-of-your-Business 3 года назад +1187

    10:40 - Even worse, settlement building in Fallout 4 gets close to useless in the game's general mechanics such as combat when you find out that the massive fortification wall that took you _dozens_ of hours of grinding to build doesn't do shit against enemies invading your settlement - because their spawn points lie *_inside_* the boundaries of your building site. What the actual ffff!
    I spent _ages_ building the perfect fort with heavily armed airlock-style gate yards and watchtowers, building as many automated turrets evenly spaced out on the wall as the game would let me - all to find out that whenever my settlement was attacked, enemies do not even need to get through the fortification to get in, because they _start out on the inside_ to begin with.

    • @TEOn00b
      @TEOn00b 3 года назад +222

      Well, just like with everything made by Bethesda...There are mods that fix this.

    • @shrimpboom8
      @shrimpboom8 3 года назад +121

      The worst part of that is that the raids are preventable and underwhelming

    • @KaosFireMaker
      @KaosFireMaker 3 года назад +173

      @@shrimpboom8 The very things that you make to deal with raids, and that you want to see used in raids, act to lower the chances of raids occurring, and make them smaller if they do. Who thought thought that was a good idea?

    • @k96man
      @k96man 3 года назад +11

      Those pesky mole people

    • @TEOn00b
      @TEOn00b 3 года назад +45

      @@KaosFireMaker it's Bethesda, what did you expect?

  • @VovaliumsThings
    @VovaliumsThings 3 года назад +285

    I think most modern games add crafting into their games just so they can add loot to locations, without really adding loot. Like, just throw some crafting materials here, some over there, and presto! You've got a location full of loot! How wonderdul.

    • @adrixshadow
      @adrixshadow 3 года назад +23

      I think it's better then garbage loot you see in Diablo.
      At least the Player has the agency in what they use it.

    • @QuintessentialWalrus
      @QuintessentialWalrus 3 года назад +62

      Yeah, crafting systems are a shortcut to keeping players engaged, and that's why they're shoehorned into so many games that don't benefit from them. Empty areas that seem to have no gameplay purpose can be filled with resources so the player has to visit them and press buttons. Games with bad pacing can disguise it by making the player increase a few numbers so they think they're progressing something. Both of these have the added benefit of making games take longer to finish, too.

    • @amunak_
      @amunak_ 3 года назад +4

      Ticking boxes.

    • @BigDaddyWes
      @BigDaddyWes 3 года назад +15

      @@QuintessentialWalrus The unnecessary progress bar is a plague on the video game industry. Even more so when you have to pay real world money to unlock those progress bars, but that's a whole different thing.

    • @Ghost_Toast5000
      @Ghost_Toast5000 2 года назад

      Far Cry New Dawn

  • @mattgerlach744
    @mattgerlach744 3 года назад +395

    I just recently bought Skyrim on Switch and got back into it, and one thing I've always loved about its Alchemy system is that all the resources are laid out in bioregionally sensible places, and that you use all the same ingredients regardless of what crafting tier you're at. It supports the unleveled zoning and "go, anywhere" ethos. When I walk past a farm, I think, "Oh, I wonder if they have wheat I can harvest," and not, "Oh look, the level one health potion ingredient." Smithing in Skyrim however, locks you into a specific progression of different metals and armor styles as you level your crafting ability, undermining the core promise of "make the character you want to play." Using heavy armor? Well I hope it's your vision that your character wants to wear dwarvish armor, then orcish, then daedric.

    • @houndofculann1793
      @houndofculann1793 3 года назад +23

      This is somewhat mitigated by the fact that with a high enough smithing and armour skill, you can reach the maximum armor count with all of the top 3-4 tiers of armour IIRC which at least leaves you with some options for your appearance

    • @SputTop
      @SputTop 3 года назад +12

      Skyrim's smithing is why I have so many armour/weapons mods to give more freedom

    • @torgranael
      @torgranael 2 года назад +16

      I present the cooking system in Skyrim. If I had a Septim for every time I've cooked a cabbage stew, I'd have two Septims. (Which isn't a lot, but it's weird that it happened twice. I'm sorry, I could resist the joke.) It's only benefits (health/stamina restoration) are already covered by alchemy, which does it better, and has other uses. If you run out of potions, there's always restoration magic. And if magic isn't your thing, you have the ability to swallow your own body weight in cheese, before washing it down with enough alcohol to poison an elephant to death, all in less time than it takes for a bandit to walk two steps.
      It would have been better to just loot cheese and beer, and cut the entire cooking system to save storage space. I don't think I've ever met someone who actually uses cooking, because it's so redundant, and overshadowed.

    • @RedTed75universesChannelBITCH
      @RedTed75universesChannelBITCH 2 года назад +3

      @@torgranael i wonder if mods can fix cooking

    • @torgranael
      @torgranael 2 года назад +5

      @@RedTed75universesChannelBITCH There's a mod for nearly everything, so I'd assume so.

  • @emotional_st0rm
    @emotional_st0rm 3 года назад +461

    Over the years I've grown to dislike crafting systems because most of the time they're only inserted thoughtlessly into games as "just a way to get something" instead of actually rewarding choice and effort with unique options

    • @TheCaliforniaHP
      @TheCaliforniaHP 2 года назад +14

      Exactly. So many games I'm like why is this here?

  • @michaelcheng9987
    @michaelcheng9987 3 года назад +288

    I guess "Is this [crafting system] necessary?" is another one of those questions that seems really obvious to all but the person who should be asking. Thank you once again for bringing to light a game design concept I would never have thought before putting it into a game, your videos are always helpful and insightful for the not-so-informed!

    • @Bruno-cb5gk
      @Bruno-cb5gk 3 года назад +5

      crafting annoyed me so much in CP2077. "Oh hey, look at that, there's a legendary item there" legendary crafting component. Now I can combine this nondescript crafting component with some empty cans to make a high tech railgun in seconds while standing in the middle of a desert. You'd think it would require thousands of cutting edge parts manufactured by huge corporations in clean rooms and high precision robot arms using exotic materials.
      It just clutters the menus and the loot, while adding nothing of actual value to the gameplay or storytelling while taking away from the immersion.

  • @soop1641
    @soop1641 3 года назад +424

    I think Astroneer has my favorite crafting systems. The fact that all items always stay within physical space and not in an inventory, it mean you have to physically pick up things and put them in the multiple crafting stations. It can also be automated towards the end.

    • @willtowers1532
      @willtowers1532 3 года назад +22

      it is very cool in astroneer, but i played it the most before auto arms and automation, so i cant for the life of me get used to it

    • @featherflight3493
      @featherflight3493 3 года назад +42

      I agree, the lack of menus and the physicality of everything meant that picking up items from around the base felt kind of rewarding instead of frustrating. I think it fulfills the three stages really well, with exploring, planet hopping, and paying for materials, physically inputting and transforming those materials, then using the new tools to further creation and exploration. It was also more fun to lose stuff by accidently kicking it into a hole instead of forgetting it in a pile of unsorted chests.

    • @soop1641
      @soop1641 3 года назад +8

      @@featherflight3493 exactly, I feel like it is the most tactile you can get in a video game

    • @willtowers1532
      @willtowers1532 3 года назад +7

      @@featherflight3493 to be honest though, it doesnt feel great with controller. i can imagine it would be a far better game with mouse and keyboard, but it's still an excellent system

    • @chickenchaser7022
      @chickenchaser7022 3 года назад +6

      agreed. too bad the game feels a bit empty after a while

  • @Aderon
    @Aderon 3 года назад +396

    One thing that I find diminishes a crafting system is when the items that you can craft are ones that you can also find in the world, like how as you level up in Skyrim, enemies start spawning with higher-tiers of weapons and armor, making it so that there's little incentive to invest in smithing in the early game, because you're always going to be finding better armor and weapons by scavenging than you'll be able to make by crafting. Since players can get away with ignoring it in the early game, the smithing stat only truly becomes relevant in the late game as it impacts how much you can improve the stats on equipment by tempering. Which could cause players to need to craft dozens, if not hundreds of junk items before they can make anything that they actually intend to use.

    • @TheEnderGuardianFR
      @TheEnderGuardianFR 3 года назад +25

      I really felt it too in games like The Witcher 3 for example. The only pieces of armor or weaponry I ever crafted were the different Witcher Gears, as I knew that I was going to loot or buy better equipment soon enough anyway.

    • @firebladeentertainment5739
      @firebladeentertainment5739 3 года назад +27

      I always get the transmutation spell, harvest ALL the iron ore, turn it into gold and then turn it into gold rings, which then i enchant with leftover low grade soulgems
      leveling up my smithing, alteration skill and enchanting skill
      and i have always something to legally rob merchants with.

    • @UnknownSquid
      @UnknownSquid 3 года назад +36

      I kind of felt it was the reverse situation, but creating a similar problem. Due to the hefty stat bonuses smithing gave you, I found after only dabbling with it for a while that the only weapons ever worth using were the ones you crafted yourself. I'd find a cool new Glass weapon, only to realise that the steel sword I was already using significantly out ranked it in damage. If the smithing system had actually been interesting and more involved, this might have been a little more ok, but as it was I attained this power by repeating the infamous dagger crafting spam. It was boring and only locked off aspects of the game.
      So for me, it was loot that became highly irrelevant, even from the early game. Anything that I wasn't able to boost via that grind wheel, was simply worthless.
      The fact that we both had entirely opposite problematic experiences, and that both are kind of valid in their own way, shows just how poorly conceived that crafting system was.

    • @ruukinen
      @ruukinen 3 года назад +5

      @@UnknownSquid I mean you could have just used the tempering on the glass blade and made it better, no? If you level up your adventuring skill and get better drops from adventuring vs leveling up your crafting skill so you get better gear from crafting sounds to me like it's working as intended? Also making iron daggers is probably the slowest way you could level up smithing. Transmute the iron into gold and make jewelry since any crafting related experience is determined by the final value of the item you create.

    • @FireCrack
      @FireCrack 3 года назад +9

      @@UnknownSquid I have experienced that "reverse situation" too, but also have experienced what Aderon is describing. I think that even though these seem opposite things they are just different player experiences of the same issue: a system where how powerful the item is is simple arithmetic of (base stats + crafted stats). Which of these two experiences you have just comes down to subjective experience driven by how much crafting you decide to do early game (when you haven't figured out the game mechanics yet!). If you craft your early items then everything in the world will look worse and you won't want to give up the sunk cost of your "good" crafted early game gear. If you _don't_ craft your early items then the power-curve of world items becomes clear as you play and you are disincentivized from crafting anything but the best item.
      Good crafting systems aren't a simple arithmetic with buckets of stats; either crafting needs to be more a customization layer, or there needs to be different crafting possibilities driven by different base items. (All of which require more development time, of course!)

  • @vizthex
    @vizthex 3 года назад +223

    I fucking love the system Prey uses, even though I haven't played much of the game. Just having this big machine suck up all the trash you throw inside it, cube-ify it, then spit it out is *so* fun to watch.

    • @legoneb
      @legoneb 8 месяцев назад +1

      I think you can almost completely shortcut all considerations of good design or fun by just having a skeuomorphic crafting system. It feels so responsive and it really does take you out the tokenization mindset. Prey did this so well and it’s such a fun game :)

  • @landchannel7688
    @landchannel7688 2 года назад +620

    I love how he says "crafting should let you express yourself" while building wooden pp in Minecraft

    • @torgranael
      @torgranael 2 года назад +44

      You mean a wooden woody?

    • @PurpleAmalgam
      @PurpleAmalgam 2 года назад +22

      @@torgranael wooden wood

    • @catfoodbob1
      @catfoodbob1 Год назад +2

      A Woody Willy

    • @buizelmeme6288
      @buizelmeme6288 8 месяцев назад

      11:50

    • @HappyBeezerStudios
      @HappyBeezerStudios 6 месяцев назад

      my favorite moment was seeing the Taj Mahal build from dirt.
      "Oh you built a dirt hut? So did I!"
      But yes, creating the massive dong is almost a rite of progression.

  • @AMPMASTER10
    @AMPMASTER10 3 года назад +294

    My least favorite crafting system are ones where most of the crap comes out weaker or more pathetic than the gear you can pick up as loot. And its easy to fix. Gear you pick up as loot is weaker because its used or damaged. By repairing it you get a blueprint to make a better version. Then its a cycle of getting crap, then making a better version to use to find other loot and repeat.

    • @TiaKatt
      @TiaKatt 3 года назад +20

      It's a big problem (among unfortunately many) that WoW's crafting system has had for expansions now. I remember when crafted gear could be useful. By the time you can craft something in more recent expacs, it's probably already been obsoleted. They've tried to fix it a bit in Shadowlands with limited success (reasonably good basic crafted gear - but you can only have one crafted piece). But it's still pretty frustrating.
      It was a surprise going into FF14 that what sells in shops is crafted gear, and it's good for leveling your jobs and professions, and you have the option to (often) save money and gain exp by just crafting that same gear yourself. The combination of usefulness and flexibility is really working for me. Especially since the crafting system itself is reasonably engaging.

    • @Buglin_Burger7878
      @Buglin_Burger7878 2 года назад +13

      The issue then is you're FORCING the player to focus on crafting above all else.
      This means every single material becomes impossible to sell/toss as you need it.
      You might not... but you don't know.
      It is now inventory management and not crafting.

    • @Lilith_Harbinger
      @Lilith_Harbinger 2 года назад +9

      @@Buglin_Burger7878 Some games solve this by making bosses drop gear but also materials that can be used to craft the gear. It's not the most interesting choice but at least players can choose if they want to do crafting or not.

    • @Bronze_Age_Sea_Person
      @Bronze_Age_Sea_Person Год назад +3

      Another cool way would be if you had to assemble parts of loot, so crafting a weapons would be almost like choosing a gear set. For Example, let's say you found a weapon with a beautiful hilt but a damaged blade, a crystal that can be turned into pommel that can be used to change Damage into some elemental type, as long as you enchant in a ritual like killing some elemental creatures or something and you craft a blade.
      Now you can combine both looted gear with crafted gear and make a completely unique weapon, and the weapon variety would go bonkers, because instead of creating 125 unique assets for swords that all play the same, with just different numbers, you could have 5 different blades, 5 different hilts and 5 different pommels that all do completely different effects that synergize and multiply with one another. 15 assets, 125 different swords, so what if the artists went and did another 110 assets?
      Another idea I had for a smithing minigame, and If I know how to do it, I would even make a Skyrim mod out of it, would be so you took the ore and burned into a smelter or bloomery and made a billet of an exact alloy you want, say for example a silver-steel-mythril alloy where 50% still makes it 50% effective against werewolves, steel makes it heavier thus adding DMG directly but also adding weight for incumberance and making it's speed slower and Mythril adds resistance without adding any damage. Choosing the right alloy makes you the right sword for a job.
      Then you come to the forging type. The more you hammer the billet, the longer and flatter it gets, but the more material you lose through oxidation. You throw some flux and send back to the forge and repeat, until you reach the size you want for a blade(Maybe the game gives you a prompt that you reach the blade dimensions you wanted for a specific schematic you bought/looted, so the game converts that billet into an actual asset in the game files in the end of the process).
      After that, you quench it and temper it, with looking at the color of the blade(maybe with some special color settings for color-blind people) to achieve the exact hardness and toughness you want, so you blade has the best amount of damage and durability. Each blade would be time-consuming and hard to craft, but it could be rewarding as every step would be controlled by the player, with only the final asset being not, a you cannot have infinite assets.

    • @AMPMASTER10
      @AMPMASTER10 Год назад +3

      @@Bronze_Age_Sea_Person This

  • @plot6520
    @plot6520 3 года назад +265

    The trick with valheim is: Get only the minimum copper you need to make the jump to iron. It's incredibly cheap and usually stronger in comparison.

    • @restlessfrager
      @restlessfrager 3 года назад +66

      Valheim is weird because as grindy as it feels, the mining of metals really forced you to engage more with all the core mechanics.

    • @Desteroyah195
      @Desteroyah195 3 года назад +31

      @@restlessfrager I agree. Considering you will have your starting base in Meadows and that Tin and Copper are found in Black Forest, it makes sense to establish a second base, somewhere between all copper ore veins and close to shore for tin ore spots. A proper base requires a stock of food and defensive walls (which trolls make kinda obsolete, but oh well). Then you must make a decision: do I smelt the metals here or do I transport them. If you want to transport them, then you require either a cart for land transport of a Karve for water transport. Tin, copper and bronze also unlock other mechanics, such as farming or the aforementioned Karve for water exploration.

    • @gabrielledebourg2487
      @gabrielledebourg2487 3 года назад +37

      I also think the crafting of Valheim changes a lot when you play multiple people and co-operate. Suddenly, finding supplies and mining is a team effort. You often head out together and co-ordinate how to approach it; Who mines? Who pushes the cart? What do we do when enemies show up?

    • @plot6520
      @plot6520 3 года назад +4

      @@Desteroyah195 the most difficult part I've found is the mining itself. Unlike iron it is laborious and imprecise. Thankfully the only things harassing us at any time we grey dwarves.

    • @Desteroyah195
      @Desteroyah195 3 года назад +10

      @@gabrielledebourg2487 YES! I play both single player world and 3 ppl coop with my friends. It's much different. I usually smelt ores and do other base renovations/upgrades while my buddies venture into the lands and bring rer
      sources (which somewhat tires me out after singleplayer world), but we always go as a team against serious threats (like doing a raid on Fuling camp).

  • @David.Marquez
    @David.Marquez 3 года назад +517

    Crafting systems always feel like those things that are kind of available in games but most people will never have an incentive to truly get into.

    • @skimmyuwu
      @skimmyuwu 3 года назад +13

      Have you ever seen crafting in Path of Exile? That shit is a dumpster fire

    • @Inojin67
      @Inojin67 3 года назад +13

      I think on some level many dev teams realize crafting is tedious garbage and they make it as optional as possible

    • @gettingshotsomeonesgonnapa8635
      @gettingshotsomeonesgonnapa8635 3 года назад +7

      @@Inojin67 We're gonna predent Minecraft doesn't exist I guess.

    • @benedict6962
      @benedict6962 3 года назад +19

      @@Inojin67 Other way around. They think it's a required mechanic and spend the minimum effort to make it engaging.

    • @Orange_Swirl
      @Orange_Swirl 3 года назад +8

      @@gettingshotsomeonesgonnapa8635 Ngl, I think Minecraft's crafting system is its weakest aspect. Let's be real, it may call itself MineCRAFT, but the game is a building sandbox game at its core. Crafting is simply a means to an end, and there really isn't much variety in it (unless you count cosmetic variety, or the enchantment system, which could be better if it wasn't so RNG-dependent.)

  • @TheGamingReaperAnimations
    @TheGamingReaperAnimations 3 года назад +65

    You should have covered Vintage Storys crafting system because I love it! It uses a mechanic I've seen in VERY few games. You have to make molds for metal tools, pour the metal in the mold and wait for it to cool, little and carve wood for tools, knap rocks for stone tools, use clay to model and mold different molds and pots.

    • @LilacAlstro
      @LilacAlstro 2 года назад +8

      Yes!!! I really like Vintage story's crafting system because of that. It just makes everything you make feel so much more precious and meaningful, and makes you cautious on how you are using your tools, or what material you are making them out of. Without even mentioning how you are making alloys, that gives you a bit of flexibility in the amounts of its components, so you can use a few more pieces of your more abundant resources to increase your alloy yield!

    • @dragontear1638
      @dragontear1638 2 года назад +4

      In addition, in the start, your inventory is very limited, until you make some bags (which is tedious when you re-start often), but then you have to manually make a clay container, which takes time and resources, it then has to be put into the ground, covered in grass, sticks and logs aka Pit Kiln, then burnt for days without interruption, in the end it is fired and gives you 12 or so slots of permanent inventory to store stuff or food, which can be further preserved underground. There's even a inventory mod that lets you pick up and carry storage objects on your back. Everything feels more involved and immersive.

    • @ghoust592
      @ghoust592 8 месяцев назад +1

      TerraFirma Craft mod for minecraft is very similar to Vintage Story in that regard, i like it although some modpacks featuring it are heresy and creators of them should find god or go to therapy, or both

    • @ivanlagayacrus1891
      @ivanlagayacrus1891 8 месяцев назад +2

      the actual crafting of basic stuff involving that slow placing of pixels in a janky 3d space is so tedious and mind melting that it really removes any appeal the rest wouldhave

  • @Jomoko89
    @Jomoko89 3 года назад +66

    This is just the video I needed, I just finished the base building part of my game and was moving on to the crafting system, This video helped me realize that I need to make sure my crafting system is tied to the world and benefits the game without being pointless!

    • @deezboyeed6764
      @deezboyeed6764 2 года назад +5

      Always ask is this needed? That's what alot of games miss they either make crafting so useless that theres no reason or it so vital its the core of the game

  • @frocco7125
    @frocco7125 3 года назад +1320

    A psychologist once actually came up with the term "The IKEA-effect", to describe how people feel way better about things they themselves contributed into.

    • @Ramsey276one
      @Ramsey276one 3 года назад +18

      Interesting

    • @FantasmaNaranja
      @FantasmaNaranja 3 года назад +138

      cake mixes dont come with eggs thanks to that effect too!
      people felt like they were cheating buying a cake mix that only takes water so they removed the eggs and let the buyer add it so they would feel more involved

    • @General12th
      @General12th 3 года назад +72

      @@FantasmaNaranja To be fair, I can imagine how cake mix that doesn't include (preserved and dehydrated) eggs is probably cheaper to make and lasts longer on store shelves. There might be a more straightforward incentive to remove that ingredient from cake mix.

    • @MemeMarine
      @MemeMarine 3 года назад +23

      @@General12th doesn't cost much at all. It really was just so people could feel like they were doing something.

    • @mdbgamer556
      @mdbgamer556 3 года назад +1

      Yeah, seems about right.

  • @SlayingtheGloom
    @SlayingtheGloom 3 года назад +62

    Personally, I love gathering resources in Valheim. I actually found most of the stuff that you do before killing the first boss (like hunting) to be more boring and grindy than mining copper or tin. When mining copper, I find myself building roads (complete with repair stops and bridges) back to my base to allow for easier carting of resources back and forth, planting torches around the copper deposits to ward off greydwarfs, building a small hut nearby so I could always have the rested bonus, occasionally enslaving trolls, etc.... Also, the ambience in Valheim is unbelievably relaxing and peaceful, which makes me not feel like I need to hurry as much. I see your point, but bear in mind that other people may think differently.

    • @Rasea611
      @Rasea611 3 года назад +2

      People can think differently, but that doesn't make the problem not a problem. In this case, you're doing a ton of extra work to cut down on the slow tedium that is simple resource gathering. The fact that you have to (or want to, in your case) do that to make the initial activity less... awful is a sign of bad game design.

    • @nacaicon1593
      @nacaicon1593 3 года назад +30

      @@Rasea611 oof. By that logic, working to upgrade weapons to cut down on the tedium of fighting a boss is a sign of bad game design.
      Sometimes, yes, problems are issues that should be fixed by developers. As discussed in the video.
      Other times, problems challenge the player, and developers intend the players to overcome that challenge. Dark Souls is great at this.
      I happen to be overjoyed at the fact Valheim got me to organically create roads and paths between my villages/outposts, and plan trade routes by sea. It got me to think about the world as a world, instead of a collection of menus as some other sims can be.
      Even in minecraft (including any modded with a minimap), I only build roads between places to appeal to my own vanity. In Valheim, I wouldn't bother making a road if it didn't have a significant or tangible benefit.

    • @restlessfrager
      @restlessfrager 3 года назад +24

      @@Rasea611 Yeah you're just kinda... wrong here. Valheim's grindiness really just serves to push you to engage with the mechanics more, which while it might not be enjoyable for everyone, is a legitimate path to take your game towards. Not every game needs to appeal to the lesser common denominator.

    • @no0ne143
      @no0ne143 3 года назад +3

      @@Rasea611 what if find is yes the mineing is grindy but that grind encourages use of mechanics that otherwise would serve no purpose and encurages creative transport logistics and base building in addition there are different ways to take on mineing such as encouraging trolls to do it for you or collapsing the ore by digging around and under it

  • @SimplyNexy
    @SimplyNexy 3 года назад +66

    A game that I have been loving lately is Noita, it's extremely satisfying when you finally line up the spell parts you have been collecting to make an amazing powerful wand

    • @harpoonlobotomy
      @harpoonlobotomy 3 года назад +12

      Then you suddenly die and mourn the loss of that beautiful wand...

    • @Ramsey276one
      @Ramsey276one 3 года назад +10

      Noita?
      You mean
      I CAST FUCK EVERYTHING IN THAT GENERAL DIRECTION
      XD
      (That’s what RUclips showed me)

    • @Ramsey276one
      @Ramsey276one 3 года назад +1

      FEITGD!
      XD

    • @Im_A_Nerd
      @Im_A_Nerd 3 года назад +1

      ah yes noita
      im so bad at it but its gloriously fun and so underrated
      its hard, but when you FINALLY get that perfect wand it feels so rewarding and you just go "hey nerds i can now cast 'deletus your peenus' you better run" and you feel like a god
      foolish enemies, you shouldve fled, as now i have the MACHINE SHOTGUN OF FUCK YOU ALONG WITH ALL ENEMIES AND TERRAIN IN A 4 MILE CONE
      then you fuck up and die lul

    • @ThePC007
      @ThePC007 3 года назад +12

      @@harpoonlobotomy Trying out a powerful wand only to die from it is so cruel. :(

  • @Badabingu
    @Badabingu 3 года назад +76

    Seeing Sev Tech discussed reminded me of one of my favorite crafting examples: Vintage Story. It’s developed by some of the team working on Hytale a stand alone MC inspired fantasy game but VS is more slow paced and survival focused. In Vintage Story even crafting a pickaxe is locked off until you can make a clay forge and burn it. Super captivating survival external vs internal crafting mechanics.

    • @m00n119
      @m00n119 2 года назад +9

      Vintage Story is incredible

  • @AlMagmaGaming
    @AlMagmaGaming 8 месяцев назад +7

    I know this video is a bit old, but it is a perfect explanation of why I've fallen in love with a game called Vintage Story recently. As the almost seems to treat time as one of the most major resources. A number of the key early resources can be found a few ways. For example copper can be Foraged from rock bits on the ground while exploring, Panned from sand and gravel, Bought from certain traders. Then in later game when you have Pickaxes and proper tools you can mine and prospect for it. Making the process of collecting items even more efficient as you progress, and in some cases a single ore vein found from prospecting is enough to sustain you throughout the rest of the game. Then as you get better ores you can mine better resources with pickaxes of significantly stronger durability, making each level of progression feel so powerful. Not only just being better, but also leaving time for other tasks.
    Since the game has days, months, and seasons. you have to pick and prioritize. Do you go mining or make more food to store for winter. Maybe it might be better to craft that new tool at night, so you can use the daylight to get some scavenging done instead. So many things seem to interweave. Additionally with the concept of 'time as a recourse', a large number crafting processes act as minigames. Your first few tools are cast and take time to cool, but once you have an anvil you can forge. Forging tools makes you actually move metal with a hammer into the tools final shape. Something that becomes a bit of a skill. Because resources can be scares you first few might be slow, so you don't make a mistake. But as you become comfortable and more resources means mistakes are less of a concern, you can start to pick up the pace pounding out pieces and eventually introducing a level of automation for more tedious tasks like making ingots.
    It feels like a game about crafting in a way where it wants you to spend less time doing it. So you can instead spend more time appreciating what you've made and accomplished. To have the abundance to spend on luxuries and time to explore the other aspects of adventuring that the game has to offer.

  • @samuelalphabet5360
    @samuelalphabet5360 3 года назад +74

    Noitas wandmaking is by far the best crafting system I've ever seen, I don't think any game even comes close. It's definitely really hard to compare to most normal crafting systems (in part because it exists to genuinely be a unique design space rather than just checking off the "we need crafting "checkbox). But it absolutely fits all 3 criteria mentioned here.The actual process of getting wands and spells is core to the main gameplay loop; exploring the different sections of the game in search of either gold to buy wands/spells, or to actually find randomly generated wands placed everywhere. The crafting system is far more involved than most others; as opposed to simply filling out a list of components or being an arbitrary skillcheck, it actually requires you to think about how the different components interact with one another. Not only are wands insanely useful (they're the primary way you interact with everything else in the game), but the satisfaction of seeing your dumb abomination of a wand obliterate enemies is unparalleled in any other crafting system.

    • @Ramsey276one
      @Ramsey276one 3 года назад

      FEITGD!
      XD

    • @FractalPrism.
      @FractalPrism. 3 года назад +9

      no matter how compelling it was, the permadeath made it immensely frustrating to lose an item you spent so much time to craft
      rng for components and store purchases didnt help
      i tried played with a mod that lets you respawn, but the gameplay itself doesnt really work without permadeath
      Noita's wand crafting would have shined far brighter in an entirely different game.

    • @hadoblado
      @hadoblado 3 года назад +4

      Noita's loot/crafting/progression system is revolutionary and this otherwise good video essay is rendered terribly out of touch by its absence.

    • @AJ213Probably
      @AJ213Probably 3 года назад +3

      @@FractalPrism. What I have done once with Noita is make backups of my save so that if I die I just load up certain points in the run. That being said, I wouldn't do that anymore now and if I died too much I just would stop. Its only something you do once or twice when you are not as good at the game and are on a really good run you don't want to lose.

    • @Im_A_Nerd
      @Im_A_Nerd 3 года назад +2

      im so happy to see noita comments
      deathray shotgun that fires black holes? yeah thats just a normal tuesday

  • @_Bozo
    @_Bozo 3 года назад +173

    Crafting is an illusion, return to spamming fire on a wall for the last heart in zelda

  • @crowdozer3592
    @crowdozer3592 3 года назад +39

    Crafting systems staying out of your way is a very important aspect to me. Take Factorio or Satisfactory as an example. You essentially spend the whole game crafting, but it's an amazing and fun experience because it almost never gets in your way by forcing you to stop doing something. The entire premise of the game is getting it out of your way so that you can go do something else, and as it turns out, that's what makes the game really fun. The longer I have to stand waiting at some stupid table or staring at your sprites in an inventory screen, the less fun I'm having. Even in Minecraft crafting is a very fast process that doesn't stop you for more than a few seconds. Crafting systems are tools by which you can interact with the world, they shouldn't be taking your attention away from the world.

    • @diersteinjulien6773
      @diersteinjulien6773 3 года назад +10

      I like factorio because, despite being a "crafting" game, it properly changes what crafting means in the game itself.
      Step 1, you mine yourself and make stuff in your inventory
      Step 2 You use that to make tools what automatize mining and refining
      Step 3, you make buildings that make more buidings
      Step 4, you make drones who place those buildings for you
      You don't just craft the next tier, you go bigger in scale at each step too.

    • @Drekromancer
      @Drekromancer 3 года назад +1

      That last line is a thesis that should be written in stone.

    • @Drekromancer
      @Drekromancer 3 года назад +1

      @@diersteinjulien6773 That's a good way to explain it! Well said, king. 👑

  • @tails183
    @tails183 3 года назад +140

    My personal favorite crafts are ones that don't have set recipes, per say. Skyrim's alchemy is one example. You can combine different things to do different stuff how you see fit. It just need more diversity like that.

    • @sleepykittyMMD
      @sleepykittyMMD 9 месяцев назад +1

      This^, I’ve always lived this way of crafting in harvest moon and then in games like rune factory and dragon quest games. Once you made something successfully then it unlocks a recipe to remake it quickly in some games. In others you have to perfect it several times over to auto create stuff as a reward for your successes.
      More games should do stuff like that

    • @ytuser4562
      @ytuser4562 8 месяцев назад

      I don’t like it when they do that, because then I’m overwhelmed with all the optimum and poor combinations I need to remember, and there’s no way to tell if I’m making the best version of whatever it is that I’m making.

  • @NickAndriadze
    @NickAndriadze 2 года назад +25

    *4:23* I would say that Don't Starve Together is a perfect example of this. Some items you may craft are incredibly specific, but overall help your goal of surviving in different ways.

    • @ImTheGherkin
      @ImTheGherkin 2 года назад +5

      agreed, i absolutely despise crafting in most games (even minecraft, it just gets boring after a while) but gathering resources in DST and making a good starter base in one go will never get old and i have no idea how it manages to keep my attention span for so long

    • @lemyon8293
      @lemyon8293 2 года назад +2

      @@ImTheGherkin lol imagine surviving long enough to make a starter base

    • @htlchtlc
      @htlchtlc 9 месяцев назад

      Content bloat, DS was fun before, DST has too much stuff

    • @doritos4956
      @doritos4956 8 месяцев назад

      ​@@htlchtlcnah

    • @Lrizu
      @Lrizu 8 месяцев назад

      Bad opinion are *usually* kept within​@@htlchtlc

  • @jackferring6790
    @jackferring6790 3 года назад +82

    A game i have a love/hate relationship with the crafting system is a 3DS game called Fantasy Life. in it you pick one of 12 "Lifes" (basically classes) to play as [though you can pick up more pretty early]. Out of them, 4 are combat focused Lifes, 3 are resource gathering Lifes, and 5 are Crafting focused Lifes. the issue is that all the crafting is the same; throwing random sequences of mashing X, holding X, or pressing X with perfect timing, all of which is pretty tedious and a bit nonsensical. of course to upgrade your life you have to complete the life quests, which more or less amount to crafting 1 or more of every item you can, which can take forevere. and that's if you decide against the options of crafting until you get the top quality gear or crafting 20 to 50 of an item in order to master it. of course there are benefits; in addition to the gear/items themselves you get decent amounts of exp for every item you craft. but this can easily go too far if combined with a combat class and suddenly your steamrolling everything that isn't a special boss, and basically blitzing through the story sections until you reach the next area you can acquire new materials.
    To summarize, Fantasy Life's Crafting is tedious, you can easily spend more time crafting than playing the quirky story/fighting monsters, and can easily mess up the difficulty curve.

    • @andrewdrost6786
      @andrewdrost6786 3 года назад +5

      Fantasy Life is such a mixed bag. I really want to love it, but some features like the horrific story and tedious crafting systems ruin the pace of the game.

    • @Ninjasajag
      @Ninjasajag 3 года назад +2

      I agree with your points wholeheartedly. I love the smithing system, but it is just a bit too random at higher levels with the quality of the items. Also the new game experience is horrendous. I still do love the game though, despite the annoying grind

    • @CiromBreeze
      @CiromBreeze 3 года назад +5

      I made the mistake of deciding to start off as a Tailor. I mean don't get me wrong, I'm a God rank Tailor now, but MAN I'm sick to death of that crafting minigame now, and I know I have to do it for the other crafting Lives...

    • @magetsalive5162
      @magetsalive5162 3 года назад +3

      I wish Fantasy Life's crafting was better, but god damn if that game didn't have a great take on your typical harvesting Jobs. Boss Encounters with a giant tree or mineral have to be the most unique way I've seen it done. (It's just a shame they can still be frustrating.)

    • @alxjones
      @alxjones 3 года назад

      You don't have a lot of good things to say about it... where's the "love" part of this relationship?

  • @TheDuckMaster12
    @TheDuckMaster12 3 года назад +145

    I don’t think of Ghost of Tsushima’s gear progression as a “crafting system.” You just progress toward upgrades, and can only buy so many because of limited money

    • @CiromBreeze
      @CiromBreeze 3 года назад +44

      It's a glorified EXP bar, really.

    • @anderss.viking3084
      @anderss.viking3084 3 года назад +12

      Yeah the same with God of War 4 its not really a crafting system so speak just a more involved leveling system to get specific builds.

    • @TheDuckMaster12
      @TheDuckMaster12 3 года назад +7

      @@anderss.viking3084 well that game has a bit more crossover in where you can use materials at least, and you do actually craft unique items, whereas in GoT you get the unique items, then upgrade them with their very specific materials.

  • @LtnCorrsk
    @LtnCorrsk 3 года назад +91

    10 seconds in and the "To tools" got me.
    Well played.

  • @hunterkeps9058
    @hunterkeps9058 3 года назад +19

    I'd also argue that along with collecting the craftable items, there's the actual item use itself. So many games have it so half the items are just things to sell. They're junk items with the express purpose of either earning a quick buck, or clogging up your inventory so that you'll buy the 'optional' inventory expansions.
    Good games make uses of ALL, or at least 99% of their items.

    • @dragontear1638
      @dragontear1638 2 года назад +3

      One positive example I feel is 7 Days to Die - almost every item has another use, even bits of scrap cloth, feathers, random bits of metal and plastic, and old clothing can be scrapped for other resources, or used in recipes. There are some items specifically to sell, like precious trinkets and precious stones.
      Similar for Darkwood - most items have another use, with only maybe Shiny Stones being Vendor Trash but you have to use a source of light to find most of them, and nothing lasts that long.

  • @Galimeer5
    @Galimeer5 3 года назад +18

    Don't you love it when the grind of collecting materials to craft something progresses the game to the point where the stuff you wanted to make is out-leveled by the time you get it?

  • @incorporealnuance
    @incorporealnuance 3 года назад +183

    [ _grabs the mic_ ] And this is why Tinker's Construct should be ported to vanilla Minecraft

    • @benedict6962
      @benedict6962 3 года назад +15

      Just the system, the traits, modifiers, and additional ores could do with a lot less linear progression.

    • @Veylon
      @Veylon 3 года назад +62

      There's no progression in TC. The second you scrounge enough Iron to make a bucket and a flint-and-steel, you can forge an obsidian pickaxe and go hunting for Ardite and Cobalt in the Nether. There's several dozen intermediate materials that have little reason to exist. Even the obsidian pickaxe is only used to mine a dozen or so blocks before it's replaced. You basically go straight from stone to Manyullan.

    • @CiromBreeze
      @CiromBreeze 3 года назад +48

      Ehhh, I think Tinker's is a bit too much for Vanilla, especially it's power level and all the excess items that could REALLY be cut down on.
      Something like Tetra would be much better. All the same depth with none of the inventory management.

    • @SkywardShoe
      @SkywardShoe 3 года назад +16

      The Tinker's Construct smelter is what made me fall in love with modded MC. What an incredible multi-block, first thing I made every new world.

    • @pixelpancakes489
      @pixelpancakes489 3 года назад +20

      TiCon is amazing as hell, but in my opinion, it would be god awful in vanilla as there isn't exactly too many items to make stuff with, or even items to make by that logic. Like a pasta, it's the additions that really bring the mod together. Kinda bad by itself, but amazing when combined with other mods for materials.

  • @Riviera5252
    @Riviera5252 3 года назад +108

    I think kerbal space program is a pretty good crafting sim
    Think about it

    • @Atlessa
      @Atlessa 3 года назад +7

      Jeb approves of this message.

    • @shards1627
      @shards1627 3 года назад +1

      I mean... yeah?

    • @michaelleue7594
      @michaelleue7594 3 года назад +12

      I guess you could say you were crafting explosions.

    • @MrDalisclock
      @MrDalisclock 3 года назад

      Its the best spacecraft crafter. Also the best spacecraft destructor.

  • @steamtasticvagabond474
    @steamtasticvagabond474 3 года назад +31

    Dark Souls and it’s black smithing system has what I think is an unintended effect.
    By upgrading one of your weapons, the game encourages you to commit entirely to that weapon, lest you waste the limited valuable resources on a weapon you won’t even use.

    • @Sagethe7th
      @Sagethe7th 3 года назад +3

      To an extent, I agree with you here, but since weapons can be upgraded multiple times, and the materials used to upgrade weapons the first few times, (+1 - +5 or so) are farm-able (or straight up buy-able, looking at you Bloodborne), this lets you grab a weapon, bring it up to about mid-tier upgrade and test it out without committing something you can't lose. Late game upgrade materials are, yes, VERY LIMITED and your point makes a lot more sense there, but the early materials being farm-able / buy-able means that most weapons you can just keep at around +4 - +5 and try them out at comparable levels to see which you like more, then when one really resonates with you, push it up to +10. I will admit that the late game shards should be more farm-able, and it's odd how in bloodborne, which has SIGNIFICANTLY less weapons than any other soulsborne game, there are multiple ways to farm late-game mats and basically upgrade everything, whereas it's a real chore in something like DS2 or DS3 which has not only tons more weapons, but special boss weapons (DS3) and armor as well competing for your mats

    • @Dinoman972
      @Dinoman972 3 года назад +1

      @@ATOMIC_V155 But you still need to farm specific areas in order to make the switch. Titanite shards are straight-up non existent after Sen's Fortress unless you buy them from blacksmiths, and the only renewable source of slabs are the Darkwraiths in New Londo. And you have to go through all material tiers: you can't use a Slab in place of any amount of Shards, and turning a Slab into Shards requires returning to Firelink Shrine every now and then and siding with a specific NPC that locks you out of another one's favor. And that's without going into the alternative weapon paths, which requiere different materials from the regular one.
      It runs into the problem of halting the game's progress, and it does so for the sake of being able to use an item that might not even be worth it in the end.

    • @mrwizard5012
      @mrwizard5012 2 года назад +2

      ​@@Sagethe7th And yet you still have to go do that instead of just using the fucking weapon you just found. OP is 100% correct, and I hate that aspect of the souls games.

    • @charger1369
      @charger1369 2 месяца назад

      I think that is another pitfall that crafting can fall into, is when you have a hammer everything looks like a nail. To reach higher, you have to reach narrower.

  • @Umbra_Nocturnus
    @Umbra_Nocturnus 2 года назад +7

    One of my favourite things in recent memory was the potion making in Kingdom Come Deliverance. It's like a little cooking minigame that turns into "Gimme instant potions" after enough practice.

  • @Mercure250
    @Mercure250 3 года назад +49

    "you get that exact same feeling of growth and mastery leveling a blacksmith as you do leveling a black mage"
    I see what you did there

  • @ZeroTheorie
    @ZeroTheorie 3 года назад +31

    I think Cataclysm: Dark Days Ahead strikes a fairly good balance. The crafting recipe list is enormous but starts quite small and only expands as your character's skill in certain fields improves. The skills even intersect at times, where some recipes require a proficiency in multiple skills, thus leading to a better item than of those skills can produce alone. None of this would matter if the world was abundant with killer weapons and sturdy armor, which it isn't. Most items are useless on their own or extremely hard to find. Crafting is almost necessary. Rarely do in-world items surpass the highest of craftables, sometimes even mid-tier craftables can tear shit up. Spending a few in-game hours working on a souped up weapon or pooling in several resources to make the best trenchcoat of all time feels extremely rewarding and, at times, almost like crossing a significant milestone in progression.

    • @cloak211
      @cloak211 3 года назад +2

      The systems also encourage the player to try new game mechanics out and go exploring. I would not have gotten into C:DDA's super involved vehicle welding if I wasn't motivated by the prospect of being able to explore for new types of locations that spawn specific materials and being able to lug more of those materials with a V8 engine. Then that branched off into things like building vehicle-mounted weapons and armor plating that add an extra layer on the combat mechanics.

    • @Niko-ex3bn
      @Niko-ex3bn 3 года назад +1

      Glad to see I wasn't the only one who thought "Cataclysm" when crafting systems was discussed. It's such a niche title that I'm surprised I found a comment on it.

    • @emacantsaoir
      @emacantsaoir 3 года назад

      I love the crafting system in cdda. You can get by without it but it makes the game so much more rewarding.
      I would say though that I'm not a huge fan of the relatively new proficiency system. Like sub-skills within tailoring or smithing. Yes it's more realistic but it makes progression in a crafting skill more of a grind.

    • @deezboyeed6764
      @deezboyeed6764 2 года назад

      Also cddas crafting system is insanely expansive with how you can say break down a few hot plates to retrieve the heating components so you can make a forge or cooking station for a vehical. The fact nearly every item can be broken downjnto something useful is why i love it

  • @ichifish
    @ichifish 2 года назад +2

    imo Don't Starve has the most elegant single-player crafting system. Most importantly to the characters have static abilities, making crafting fundamental to your survival and learning recipes integral to the game. It also features resource collecting in increasingly dangerous territory, pushing the player to challenge themselves and explore in the quest for better resources. It was also doing "add anything" recipes since way back in 2014, so take that, breath of the wild!
    It needs to be said, though, that the best crafting systems are those in colony sim games where you have multiple pawns, like Rimworld. The key problem with resource collection is having to devout 100% of your attention to something you've done a thousand times. When you have multiple pawns you alleviate this problem. This is also one of the reasons Don't Starve together is so much fun - everyone shares the chores.

  • @Tiniuc
    @Tiniuc 3 года назад +1

    One of the most interesting crafting systems I've experienced is actually really old. It's in a psx game called Legend of Mana, and it's the weapon tempering system. A weapon can hold elemental charges and up to 3 effect cards with different triggers. The one you insert can only trigger after it's placed, and everything you can add will either increase, decrease, or do both to any of the eight element charges. Most effect cards need specific element levels to be triggered. After getting 3 effects you want you have to seal them with a sealant item to keep going, which also alters the element levels and if the levels drop below an effect's requirement, it gets removed. The end result is a very complex system where making really strong weapons is actually rather quite difficult, and requires keeping tabs on what's going on behind the scenes (as almost none of this is directly visible to the player, but can still be inferred) and planning ahead. Iirc a maxed weapon has like 150 to 200 steps in its tempering process, with the last one being a varnish effect to trigger the last effect without booting the first one out.

  • @StephensCrazyHour
    @StephensCrazyHour 3 года назад +67

    Thanks for calling out Breath of the Wild. I found myself using "hearty" meals for the vast majority of the game.

    • @magetsalive5162
      @magetsalive5162 3 года назад +9

      Remember to maximize efficiency by cooking single durians at a time until your meal inventory fills!

    • @houndofculann1793
      @houndofculann1793 3 года назад +2

      @@magetsalive5162 or just never upgrading your health or armor at all since you can't be killed from full health, in which case it doesn't much matter what you cook as long as it can give you 3 hearts. I hate the instant-kill prevention and really hope we'd have the option to turn that off so that armour and health upgrades had an actual point beyond the armour set bonuses.
      Yes, Master Mode exists and would probably otherwise be exactly what I'm looking for but the monster HP and especially their health regen is way too excessive for my tastes

    • @westingtyler1
      @westingtyler1 3 года назад +3

      @@houndofculann1793 yeah, the botw master mode is SUPER lazy. it's exactly the same fights, just 100x the length. it sucks the one unique combat mechanic, the floating bokoblin platforms, is locked in master mode, meaning i've never experienced them.

  • @themadichib0d
    @themadichib0d 3 года назад +19

    Main thing is I want my crafting to feel both unique AND meaningful. I want to feel like *I* made this, otherwise it just feels like I checked some boxes and out pops the item and it's just meh.
    Basically let me make choices within the crafting itself that determines the outcome beyond just a few pluses here and there. Even better if I get to mess with the cosmetics as well.

  • @undvined
    @undvined 3 года назад +153

    It's my opinion that if a game doesn't need or involve crafting as a primary element - you should just get rid of it. It's like cutting down on your word count in an essay.

    • @DonVigaDeFierro
      @DonVigaDeFierro 3 года назад +8

      For real. Less is always more.

    • @diablo.the.cheater
      @diablo.the.cheater 3 года назад +14

      @@DonVigaDeFierro if less is always more then pong would be the ultimate game.

    • @shards1627
      @shards1627 3 года назад +35

      @@diablo.the.cheater idk what you're talking about, pong IS the ultimate game.

    • @thisaccountisntreal107
      @thisaccountisntreal107 3 года назад +8

      @@shards1627 it unironically has dozens of hours of content

    • @kaldo_kaldo
      @kaldo_kaldo 3 года назад +12

      @@thisaccountisntreal107 Only if you have another player who "makes" the content. The original Pong was only 2 players, there was no "AI". Alone, it has 0 minutes of content.

  • @Thor_the_Doge
    @Thor_the_Doge 3 года назад +9

    A few corrections to the prey material-gathering description from a prey player:
    Organic - You never run out of it
    Synthetic - You never run out of it
    Typhon - You never run out of it and it's barely used
    Mineral - *_Recycle the entirety of Talos 1 and you'll still feel like you don't have enough ammo_*

  • @lordgrimm2905
    @lordgrimm2905 3 года назад +17

    I really liked the alchemy and herbs mechanic in kindom come deliverance, you get real life knowledge on herbs and you actually have to make te potions step by step, it so relaxing to go and gather a lot of herbs put some loffi and start brewing

  • @thrasher698
    @thrasher698 3 года назад +171

    You know the only thing worse than a crafting system that doesn't feel rewarding? A Crafting system where you can only make stuff that isn't as good as you can find elsewhere dotted around the map. God what is wrong with Skyrim's Enchantment skill

    • @Grangolus
      @Grangolus 3 года назад +12

      If the crafting allows you to make things better than what you can find, people will complain. If crafting doesn't let you make things better than what you can find, people will complain.

    • @xAtNight
      @xAtNight 3 года назад +31

      @@Grangolus Easy fix. Just make them both about equally good and let people invest in them how they see fit.

    • @joaocaju3061
      @joaocaju3061 3 года назад

      World of Warcraft crafting since WotLK

    • @alexanderlea7882
      @alexanderlea7882 3 года назад +44

      The issue with Skyrim enchanting is that it's useless at low levels and the best skill in the game by far at high levels.

    • @maruvail
      @maruvail 3 года назад +5

      you know all those iron daggers youre making? Enchant them with petty/lesser soul gems and sell them. Disenchant everything not useful. Get Mage or Lover Standing Stone for EXP skill boost. You'll level up enchanting fast and it becomes an OP skill.

  • @faeoori
    @faeoori 3 года назад +16

    I personally really enjoy the crafting in Subnautica and Subnautica below zero. You get more complex items as you go into further and more dangerous buomes. The things you get have varying rarities, making you pick and choose what you want to build next.

    • @TheEnderGuardianFR
      @TheEnderGuardianFR 3 года назад +2

      The only downside with this system in Subnautica and BZ imo is the fact that you don't always know where to look for in order to find the specific material you're looking for and it can get quite frustrating, as it can feel like a complete stop in the progression until you finally find it or surrender and check on an online guide.
      But the core system is excellent indeed.

  • @TheGlenn8
    @TheGlenn8 3 года назад +81

    The game with the *BEST crafting system* to me is *The Long Dark.* It perfectly reflects how creating something IRL takes time. And time is an important resource. On top of that crafting is very impactful.
    So The Long Dark is an indie survival game where you survive on an abandoned Canadian island in winter after an event called "the first flare" knocked out all electrical systems. You have to fight off the cold, stay fed, and protect yourself against hostile wildlife. Despite having a more hand-drawn look to it The Long Dark tries to be more on the realistic side of things when it comes to survival. And that includes the previously mentioned crafting.
    Let's take crafting a bow for example. To craft it you need a cured maple tree sapling and two cured animal guts, as well as a crafting bench and a tool to craft it with like a knife. So how do you get a cured maple sapling? Well, it's simple. You find one in the wild and chop it down with either an axe or a saw, they're pretty rare all things considered. Then you drop it on the ground indoors and let it sit there for *6* in-game days. And cured gut? Well, you need to harvest it from an animal. Rabbits only give one gut so you'll have to hunt and kill two which isn't too hard. Or you harvest the gut from a larger animal which may or may not take more time. Once you have the gut have to drop it on the ground indoors just like you would the sapling for *5* days.
    Once you've got all the materials you need to craft the bow which can take anywhere between 5 in-game hours with the perfect tools up to more than double that if you don't have a knife.
    Great! Now you have a bow. But you'll still need arrows. So go out, find some raven feathers, some birch saplings, cure those birch saplings for another *4* days. Craft those birch saplings into arrow shafts which takes 30 minutes with the perfect tools. Find scrap metal, find a forge (there are only 3 forges in the game and the map is larger than Skyrim), heat up the forge to 150 degrees Celcius using a huge amount of coal (the only fuel that can heat up a forge that hot which is mainly found in caves and mines), don't forget the forging hammer, and now finally you can forge arrowheads. Making 2 arrowheads takes 1 in-game hour, and you're going to want way more than 2.
    *That was a lot to read, right?* That's because it's a lot of effort to craft a bow. And that's what makes it so satisfying to create one. A functioning bow and arrows represent what is more than a week's worth of effort and in return you get a genuinely useful tool that significantly changes how you can play the game. The bow is a much more sustainable and stealthy hunting tool than the rifle, though it does require more skill to properly use. Not every craftable item in The Long Dark requires this much effort to craft, but the good ones, the ones that will really change up your game. They will. The bearskin bedroll that will let you comfortably sleep outdoors, the moose hide satchel that increases your carry weight, the various animal skin clothing items. They all require a lot of time and effort and they're all worth that time and effort.

    • @luisapaza317
      @luisapaza317 3 года назад +6

      I have that game!!!

    • @TheGlenn8
      @TheGlenn8 3 года назад +6

      @@luisapaza317 Sweet.

    • @Thetarget1
      @Thetarget1 3 года назад +6

      Yeah, it's really, really well made. I especially love how interloper is all about crafting that first bow. No game gives you a feeling of power quite like when you first equip it. Now suddenly you can fight back. The hunter becomes the hunted. (Then you miss your shot and die to a wolf, lol)

    • @TheGlenn8
      @TheGlenn8 3 года назад +4

      @@Thetarget1 Interloper too hard for me lmao.
      Honestly interloper is not for everyone. I'll just miss the firearms and crafting ammo too much.

    • @luisapaza317
      @luisapaza317 3 года назад +1

      @@Thetarget1 i use the rifle for them

  • @navilluscire2567
    @navilluscire2567 2 года назад +4

    I really like the idea of just having NPCs doing the actual crafting part in the 3 main steps of most crafting systems in games. What I mean is you still would have to gather base ingredients, with the most key ones being in place surrounded by powerful enemies or even just environments challenges to overcome. Then you bring the ingredients to an NPC blacksmith or craftsmen who will actually forge or create a requests item or weapon or peace of gear. It never made much sense to me to have players do the whole crafting itself in most games because blacksmithing, jewelry making, and other skilled crafts well...take alot of time and effort to get actually good with which doesn't lend much to being a strong combatant in most cases. (exceptions exist ofcourse but they are still rare) That is why I liked the old mod for Skyrim called "forged metal" that had to were the NPC blacksmiths could actually be hired to forge custom weapons and armor for players who provided materials and then asked or selected from a number of recipes for whatever they wanted to be crafted, there was even an in game waiting period for commissions which could be tweaked but it all worked really well abd felt WAAAAAY more immersive to me. (plus it actually allowed NPCs to y'know do their stated professions!)
    Heck you could even have ot to were later on during a player's journey they could eventually delegate most of the gathering to hired NPC gatherers save for obtaining the most valuable materials that would be in extremely dangerous places. There could even be quests involving a player clearing a safer path to various areas where important ingredients could be harvested like say destroying a nest of giant spiders in a cave system that leads to a chamber full of rare mushrooms for potions so your mushroom pickers could safely gather them or say use some sort of ice magic relic to cool of a river of lava into harden basalt rock so as to allow safer passage to the opposite side of this once environmental hazard that leads to some precious gemstones used for powerful enchantments for your gear that your newly hired miners can extract. You could even mix things up by having periodic threats or obstacles appear at some of these places or pathway that would need your attention to deal with like say a roaming band of orcs has scared away your miners from the gemstone caves and so you must drive them of or maybe you find out some of your caravans are being assaulted by predatory griffins that kill and eat the animals pulling the carts full of valuable materials for crafting. My point is the more a crafting intersects with the actual gameplay the generally better that system is in my humble opinion. (creates story and gameplay opportunities!)

    • @hydra5758
      @hydra5758 8 месяцев назад

      I really like your ideas!

  • @Milko-xk5wt
    @Milko-xk5wt 3 года назад +9

    4:04 I can't help but love this this cursed mess of boss arena

  • @JM_Traslo
    @JM_Traslo 3 года назад +28

    "Iron Ore - Too Unique?"
    Every WoW expansion just got called out.

    • @michaelleue7594
      @michaelleue7594 3 года назад +16

      WoW crafting is the most depressing thing I've ever done in a game. You spend a ton of gold getting to max skill by watching a bar fill up over and over making stuff nobody will ever want, for the privilege of competing with 2000 other people making all the exact same stuff. The payoff is getting to see the value of your crafts drop exponentially day by day while you do daily chores for no benefit.
      Normally you have to get a college degree to see that kind of lack of return on investment.

    • @JM_Traslo
      @JM_Traslo 3 года назад +1

      @@michaelleue7594 It was a lot better in vanilla days, the gear that wasn't end-game could be sold since it took time to get there, versus the rapid-fire levelling nowadays.

    • @Pengalen
      @Pengalen 3 года назад +1

      @@JM_Traslo This is true, I'm currently only playing the Classic version of WoW and, while far from perfect, the crafting system is more useful in actually generating revenue and useful adventuring gear, rather than just being a time and money sink, as it seems to be in versions later than maybe WotLK or Cata.

  • @Ruzgfpegk
    @Ruzgfpegk 2 года назад +3

    The crafting system that left the biggest impression on me was in the (old) French MMORPG Ryzom: in it, you could make an item out of various source materials, but depending on the material the properties of the crafted object (including its color) would change.
    There was also an ecological aspect, because hunting all animals of a species in an area would durably deplete the area of them (and indulge the wraith of the forest guardians).
    EDIT: Looks like it's still playable, with a freemium model.

  • @ratcomputerr
    @ratcomputerr 2 года назад +9

    Vintage Story is a game with crafting in it, i think it does the crafting very well. bash tiny voxels of rock to make tool heads, shove around tiny voxels to smith yourself a epic sword, and dig a big hole to burn logs 4 charcoal

  • @LionKimbro
    @LionKimbro Год назад +1

    I loved the crafting of potions in candybox -- you have to learn how to cook the potion. Heat up the water, while it's heating up, throw in so many candy canes or lollipops, then wait until it's boiling, do something different, ... And often the preparation process had something to do with the thing you are making. And there are some surprises and room for creativity in the crafting process, that can alter what is making, and needs to be explored. Loved it.

  • @betchaos7383
    @betchaos7383 3 года назад +58

    Thumbnail: "why most crafting sucks"
    I feel spoken to, understood, and validated, on a fundamental level

  • @MageKirby
    @MageKirby 3 года назад +28

    As a big fan of the atelier series, I love how much crafting system evolved along the way.

    • @kittyshippercavegirl
      @kittyshippercavegirl 3 года назад +5

      First thing I did upon seeing this title was scroll down to find someone mentioning Atelier

    • @icarue993
      @icarue993 3 года назад +2

      I like that they change a lot how it works, makes every new game worth to play. The arland trilogy was the most straightfoward from teh ones I have played. The Dusk trilogy had powers/Skills you can do in alchemy. The mysterious trilogy made a tetris-like game. And Ryza has tech trees.
      For me (crafting wise): Mysterious > Dusk > Arland > Ryza. I feel Ryza is too comboluted imo. Arland is simpler, more elegant. And the other two are just fun.

    • @manikaditha6308
      @manikaditha6308 2 года назад

      They are all fun in their way as well.
      Figuring out how to utilise them properly are sometimes hard yet fucking fun and addictive as fuck, damn love this franchise

    • @Zorga13
      @Zorga13 2 года назад

      @@kittyshippercavegirl I did the exact same thing xD

  • @MrTeddy12397
    @MrTeddy12397 3 года назад +11

    Vintage Story crafting system is really interesting, majority is done in the world with physical items instead of just a grid in the inventory.

  • @unluckycatfish6866
    @unluckycatfish6866 2 года назад +21

    I really hope that VR games result in some really interactive and interesting crafting mechanics

    • @helplmchoking
      @helplmchoking Год назад +1

      I can highly recommend Cyube (yes that's the actual name) if you want neat VR crafting. The game itself is very limited and very early access but it goes for that voxel based mining and crafting gameplay but built for VR from the start. I'd call it a Minecraft clone but Minecraft VR, either official or modded, is awful.
      In Cyube, you open your bag, dump out 4 little wood blocks and 3 stone ones then you pick them up and stick them together with your actual hands into the shape of an axe. Or you place or into an actual furnace to smelt them. Aside from accessing materials from in your inventory, there's almost no interacting with menus in any of the crafting and it's fantastic

  • @Ilwenray85
    @Ilwenray85 3 года назад +1

    Lost in blue 2 I think did it really well.
    Especially the building aspect, with you placing where the logs would be in relation to each other so the rope would tie them afterward. Cooking minigames also had their little charm too.
    And you needed to build that stuff to improve your chances to survive (some of them being needed to the best ending) reverting back to the core of the game: keep yourself rested, fed, and hydrated with less effort on your part.

  • @monkeeee
    @monkeeee 3 года назад +31

    Reject crafting
    Return to monke

    • @ArchitectofGames
      @ArchitectofGames  3 года назад +26

      You don't need to craft bananas. monke wisdom - 1 human wisdom - 0

    • @jamic6107
      @jamic6107 3 года назад +1

      @@ArchitectofGames
      - Ook.
      - What did he say ?
      - Life is way easier when all you have to worry about is "Where will the next banana come from ?"

    • @_Pike
      @_Pike 3 года назад

      Haha?

    • @jamic6107
      @jamic6107 3 года назад

      @@_Pike Never heard of the Discworld novels ?

  • @thedapperdolphin1590
    @thedapperdolphin1590 3 года назад +4

    I really like the system in TLoU games. In addition to what you mentioned, the fact that crafting happens in real time, when you’re surrounded by enemies that could easily kill you, makes the system that much more engaging. Especially when I have to decide what to use my resources on in the moment.

    • @jimmykedge6650
      @jimmykedge6650 3 года назад +2

      I liked it because it felt like part of the survival experience. You had limited resources and you couldn't have everything. So you'd have to make interesting choices, do you want a medical kit for emergencies or a powerful molotov. The game would have been weaker if you just found completed stuff

    • @TheEnderGuardianFR
      @TheEnderGuardianFR 3 года назад

      A very good point indeed.
      It made me think that crafting systems could be ever better when you have to factor in not only what to craft but WHEN to craft, and make it a tough decision.
      Like in TLoU for instance, perhaps make it so you can only craft when close to infected/enemies, so there are no safe time to run all your crafts, and each craft can potentially cost you your life.
      Or something like that, I think it would improve player agency even more, but I don't really know how this could be implemented well, just a trail of thought!

  • @llDbGll
    @llDbGll 3 года назад +4

    Green Hell has one of the best crafting and UI systems I've ever seen and had the pleasure to experience. The game takes The Forest's "put stuff together and see what you get" crafting system and takes it to the next level. You can mix literally anything that you want, and depending on how smart or lucky you are, you can craft new items or materials.
    You want a stone axe? Grab a small stone and embed it into a stick. You want a PROPER stone axe? Well, you have to add another small rock and tie them with a rope.
    You want a spear? That's just a long stick. You want a PROPER spear? Well, you can add a stone blade and a rope to hold it tight and presto.
    The fact that you HAVE to put those things together and think "Ok, what can come up out of this?" is what made the game's crafting system stick out to me. When the game has you saying "OH GOD, THANK YOU, ANOTHER COCONUT!" out loud, you know it's good.

  • @DaShikuXI
    @DaShikuXI 3 года назад +8

    IMO Kingdoms of Amalur has one of the most rewarding crafting systems in any RPG I've played. You get components by just breaking down trash gear you find, and the gear you make with them is actually really powerful and higly customizable.

  • @z-beeblebrox
    @z-beeblebrox 3 года назад +9

    I have a design philosophy for survival games, which in list form looks like this:
    1) All items a player can use should be physical
    2) All physical items should be placeable in the world by the player
    3) All physical items should have a use inherent of themselves, outside of being placeable and craftable. As long as it has one, its use need not be beneficial or contribute to the player's goals. However if your concern against giving a raw item/ingredient a use is that it would make a crafted item not worth doing...consider that the problem might be with the crafted item, not the raw item.
    4) Crafting may gate mechanics, player choice, and/or player agency, but should be agnostic to gating pure strength: don't lean on crafting to balance your game - it rings hollow and creates a zero sum game between crafting and exploration/looting
    5) All items used in crafting should be at least visible in the crafted product
    6) Any game designed for a single player, no matter how "realistic", should always balance its carrying capacity and item acquisition speed in a way that lets the player make subjectively significant progress in a single run of actions *over* realism. ie if you want to make a realistic survival game but the only way it's fun for your testers is when they can carry half a ton of sticks, let em carry half a ton of sticks.
    7) If you want to design for more accurate realism, you need to make your game multiplayer, or start programming NPCs. That's the cold hard fact of the matter.

  • @BonkerzGamer119
    @BonkerzGamer119 3 года назад +8

    Kingdom come deliverance has the best crafting system in video game history with alchemy, doesn't have the skill based feature but once you master it you feel rewarded

    • @guywithknife
      @guywithknife 3 года назад +1

      Agreed. Pretty much every other crafting system is just clicking a button. How boring.

    • @roojackaroo8517
      @roojackaroo8517 3 года назад +1

      Yeah,it can feel tedious but damn does it feel good to actually MAKE the potion you drink

    • @ncamon
      @ncamon 3 года назад

      It does have a skill based feature for the skill level. There is a hidden counter or the tracks mistakes. The fewer mistakes you make the more copies of that potion or poison you make. Having a higher skills gives you more room to screw up a step before the max potion count drops.

  • @Twistshock
    @Twistshock 3 года назад +7

    Another bonus to FFXIV's crafting system is the little name tag so your friend knows that yes, you did really craft all of those 400 high quality boiled eggs in their inbox.

    • @Ch4pp13
      @Ch4pp13 3 года назад

      *holy shit, you can name the shit you craft?*

    • @DarkLotusAlpha
      @DarkLotusAlpha 3 года назад +1

      @@Ch4pp13 No. There is a little signature near the bottom of the item window that tells you who crafted that item.

    • @Ch4pp13
      @Ch4pp13 3 года назад

      @@DarkLotusAlpha dang.
      Though still nice that you can leave a reminder on your items that you made them.

  • @charles3840
    @charles3840 2 года назад +2

    The main Minecraft mods and modpacks with good crafting trees are the ones that require you to use one resource for numerous recipes. For example, I'm playing Create Above and Beyond. Kelp is something I need a lot of for both the Andesite Alloy (which itself is used in dozens of recipes) and Belts, which are needed for transporting items.
    Witchery was also an excellent mod in 1.7. It required you to tend a witch's garden of about 5 or 6 magic plants and to get your hand on a good handful of vanilla mob drops. It was far less tedious than other mods because each ingredient had 5 or 6 uses.

    • @charles3840
      @charles3840 2 года назад +1

      In my opinion, if you can get a player to think "Now should I use this clay to craft some bricks for my house or porcelain for my crucible?" when they come to the table, you're well on the right track.

  • @DarkBlackStudios
    @DarkBlackStudios 3 года назад +8

    I must say, I enjoyed Deus Ex: Mankind Divided's approach to crafting, at least in one part. You can craft multitools out of rather large quantity of scraps, and use them to bypass almost any numbered locks. What I like about it, is that while crafting is nowhere needed in the game, it offers ways to alternatively progress through the game if other ways are not to your preference.

  • @benedict6962
    @benedict6962 3 года назад +25

    Never heard of Potion Craft, actually looks like a step up on crafting and haggling.

    • @InsanePigeon
      @InsanePigeon 3 года назад +7

      it's pretty fun, it's a free demo right now but there's plenty to do. It held my attention for a few days.

    • @benedict6962
      @benedict6962 3 года назад +2

      @@InsanePigeon yeah, tried it just today and it has a LOT of things I've been looking for for years.

  • @turin236
    @turin236 3 года назад +13

    I disagree with the Valheim being tedious.
    Personally I feel that is the charm, maneuvering a cart a long way with just enough materials to make it maneuverable, possible even creating a central road to make it go faster to go back and forth.
    To go over seas with a boat hunting down Iron, or even creating outpost and make the items you want where you gather you gather the material. gives it a whole different feel to the game. What you make has more value, in my opinion, and is also, essentially, a big part of the game's progression

    • @MiotaLee
      @MiotaLee 2 года назад

      Discover g how to make carts is a godsend haha

    • @nighthawk6777
      @nighthawk6777 2 года назад

      Was going to say this exact thing, if I did not find it in the comments :)

    • @pyrobryan
      @pyrobryan 2 года назад +2

      I wish I felt that way. I loved the game until I got about to the swamp boss. At that point, farming and toting about all of that ore just became too tedious for me. When I was younger I probably would have loved it. I just don't have enough time these days to spend hours and hours sailing across the waters just to get a few stacks of ore home.

    • @benjaminjones8782
      @benjaminjones8782 8 месяцев назад

      I just spent 7 fucking hours for iron I disagree

  • @carso1500
    @carso1500 2 года назад +20

    I still think Minecraft has the best crafting system since you actually have to move the resources around to make them, kind of like a small puzzle, and it's fast enough that you don't even notice it

    • @aidenallen5922
      @aidenallen5922 2 года назад +3

      Minecraft has S tier crafting,terraria also does,but not the little puzzle

    • @Nightweaver1
      @Nightweaver1 2 года назад +4

      Let's hope the flagship game with "craft" in the title actually does crafting correctly!

    • @Josue_S_6411
      @Josue_S_6411 8 месяцев назад +1

      The Minecraft crafting system is really pretty good, it even allows some customization. I would even say that smelting and banner crafting is really good. But the brewing system needs an update.

  • @rrudeljr
    @rrudeljr 8 месяцев назад +1

    I really enjoyed the upgrade system from Dragon Quest, and the whole crafting idea from Fantasy Life on the 3DS. There were minigames for each of the tradeskills, but you had to do all the other classes in order to get all your supplies.

  • @8BitShadow
    @8BitShadow 3 года назад +1

    By FAR the best crafting systems I've ever had the pleasure to use was 2 mods for minecraft: "Ars Magica 2" (AM2) and "Thaumcraft 2/3" (Thaum2 / Thaum3).
    You're by no means forced to get *most* resources solely through mining, you can get it through exploration and villager trades, and almost every spell has a tangible effect on the world - more so true for Thaumcraft as the more you use the system the more the local area becomes 'corrupt' with 'Vis'.
    Both mods allow the player to get fairly creative with the spells they can make by providing a 'mix N match' type of system, letting you create some pretty wild - and sometimes game breaking - spells.
    The major difference between AM2 and Thaum2&3, beyond the 'barrier of entry', is the resource management and research.
    For resources:
    ~AM2 adds only a handful of new resources are very simple and direct: Etherium (liquid/power), mana (player/machine), burnout, vinteum, chimerite, blue topaz, sunstone and moonstone. You don't naturally regenerate any of these resources over time (except moonstone and player mana), forcing you to constantly expand - much like factorio. *Every time you use a spell, the only resource use is your player mana which regenerates for free though slowly.*
    ~Thaum2&3 on the other hand adds a *very* large amount of resources which all can be found in different forms, too many to list, but all are, according to its respective form, the same collection methods. Some of the resources *do* naturally regenerate over time, but most still require the player to expand to an extent. *Every time you use a spell you use a portion of your very limited resources - according to the spell type. This is one the most important distinction between the two.*
    For research:
    ~AM2 requires that you do in field research - that is you must craft, *use* and sometimes *find* certain things to progress the 'research'. The mod makes exploration a fairly integral part to its progression, though mainly due to its resource sink - so not entirely. *The requirement of 'in field' research, though, is the other important distinction.*
    ~Thaum2 is half way opposite; you'll spend most of your time at a research table bashing resources together and cataloguing (given you're not just reading directly off of a wiki and doing the research yourself) what you get (probably in notepad) but some resources also require that you find special structures generated out in the world.
    ~Thaum3 is pretty much the utter opposite from AM2, where you'll be staying in one general area the entire time - but still expanding as necessary, removing the need to look for special generated structures though you do get rewarded for finding them nonetheless.
    Really the two mods are the same just with different levels of complexity and cater more so to opposite play styles; if you enjoy adventure and exploration more than you'll like AM2, but if you like building and tinkering instead you'll enjoy Thaum3. If you like a bit of both? Thaum2.

  • @kireitonsi
    @kireitonsi 3 года назад +11

    Potion Craft is a great example of a good middle section of a crafting system. It's extremely tactile and engaging. The problems arise in its "Collection" and "Usage" sections. The resources often are too plentiful or too scarce, and you only ever sell your potions. Exploration and discovery are not incentivised well. There is a lot of potential, and even now it is one of my favourite games, but it doesn't have that external polish that it needs to shine as a full game.

  • @sethmiller2532
    @sethmiller2532 3 года назад +11

    The potion crafting in Kingdom Come: Deliverance was really cool imo.

  • @justanormalcat1839
    @justanormalcat1839 3 года назад +24

    I absolutely adore the forest’s crafting system, especially how you can specifically place the upgrades on your weapon exactly where you want them. I feel like the Forest is the peak of the crafting system.

    • @MiotaLee
      @MiotaLee 2 года назад +3

      I love any tactile crafting system. Minecraft, potion craft and game like that which let's you pick up and put items together. It's the best 😍

  • @jean-michelgilbert8136
    @jean-michelgilbert8136 Год назад +1

    Another way to make crafting impactful is to only have it where story requires it. As an example, in Ultima 8, when you get around to learning Pyromancy, you have to make talisman McGuffins to hold the spells and there's not an infinity of candles and ingredients to make them so choose wisely which ones you're going to make and don't waste the spells otherwise you risk being soft-locked. Yeah, U8 had some small issues but it was still a cool game.

  • @wpsp2010
    @wpsp2010 3 года назад +1

    This video explains why I love Vintage Story so much (Minecraft looking game because the devs made a bunch of Minecraft mods before)
    -Want an axe so you can get wood?
    You gotta get two rocks, manually carve out a axe shape, and get some sticks to make it
    -Ok lets make some planks to build with.
    Nope to do that you need a saw, and to get a saw you need copper
    -Ok get some copper
    Set up a clay fire system to harden clay into shapes using heated sources like charcoal
    -Ok get some charcoal
    You need to get some wood, make it into firewood then put it in a charcoal pit for about a day until its made
    -Ok clay is done, let get that copper
    Well first you need to find copper bits which lie above copper deposits and once you get enough you can finally forge a pickaxe if you have the mold for it
    -Ok I have a copper pickaxe
    Now go to those deposits and get chunks, use a hammer to smash them to get bits so you can smelt. Once you have enough you can make an anvil and then shape heated ingots into things like saws
    -Now I did all that and have copper saws and copper axes
    now build a comfortable base to balance out your diet (That's actually a thing, it give you extra health) and start looking for materials to slowly advance into the iron age
    The gameplay loop turns simple things from Minecraft like getting an axe, pickaxe, wood, making a farm, etc into goals you need to set for yourself. I get bored easily from vanilla Minecraft but vintage story can keep my attention for hours at a time, and most singleplayer games don't do that for me.

  • @iminumst7827
    @iminumst7827 3 года назад +6

    I think Minecraft's current system is really messy from a design point of view. The shaped recipes used to be quite unique, but they caused a couple issues. The most notable issue was the cryptic recipes, which forced most players to look up a recipe online more than once. The second issue was the weird inefficient recipes that came from the system, for example, it would make the most sense to craft a door by placing two planks on top of each other but that would conflict with the stick recipe, so instead, you need to use 6 wood to craft 3 doors. The last issue was the menu syndrome, it didn't feel tactile there was no animation or sound, just a bunch of menus. The benefits of the system were a sense of discovery, and the skill it takes to memorize the recipes and the satisfaction that comes from that. Minecraft tried to solve the first issue by adding the recipe book, but inadvertently invalidated all the positives of the system, while also ignoring every other problem of the previous system. Instead of fully committing to a new system, we have two systems overlapping that bring each other down.
    Current Minecraft crafting has little sense of discovery, inefficient recipes, non-tactile feel, and is convoluted. Also arguably the collecting resource part of Minecraft is also lackluster due to the lack of area progression, the caves near the surface are hardly easier than the caves near bedrock, assuming you actually explore caves and don't just strip mine. The only reason Minecraft's crafting system isn't all bad, is the third step, where everything you craft can be used in the world in a meaningful way.

    • @AJ213Probably
      @AJ213Probably 3 года назад

      At least the point about the caves is going to change next update. Next update we are going to have the Warden at the deeper parts of the caves occasionally. A mob so difficult you are not even meant to kill it lol. But I know I am going to kill it even if it 5 shots me in the best gear with full enchants

    • @iminumst7827
      @iminumst7827 3 года назад

      @@AJ213Probably Yes, it's going to change, but possibly not in a positive way. Based on the experimental snapshot it seems like they are aiming to reduce the amount of ore exposed to cave interiors without reducing the amount of ores not exposed to air. This with the combination of the fact that there is no reward for defeating a Warden, they have created two whole new incentives to strip mine. The caves update could be inadvertently discouraging cave exploration.
      While the large caves are pretty to look at, let's also not ignore the fact that the game's mob combat and mob spawning mechanics were designed to be best balanced in small linear caves. Torches can now typically no longer light up a section of the cave on their own. It makes Minecraft more difficult, which you could say is a good thing, but I'd argue it's only a good thing if there was an incentive to engage with the new difficulty. It's high-risk low-reward gameplay, which just feels awful.

  • @mikezheng33
    @mikezheng33 3 года назад +19

    Honestly one of my least favorite things about crafting is when it's overly tedious. For example I hate having to craft components of components of components where it takes me over 10 minutes to assemble everything and requires something like Too Many Items in Minecraft to realistically do. It's really the only turn off I have from modded Minecraft.

    • @dj_koen1265
      @dj_koen1265 3 года назад +2

      I personally like excessive crafting if its modular
      Like if those components can be used for multiple other components and there are multiple variants to it then i feel like it adds a lot to the familiarity
      Like for example circuits in modded minecraft are used for almost anything so when you see you need circuits you already know how to craft them
      Also the usage of too many items added some joy to it imo
      It was like you had a library of recipes that you would slowly grow accustomed to but you would never be punished for not knowing fringe recipes
      Having those components also allows more complicated crafting and more recipes overall without making it hard to take in
      That is my experience with modded minecraft
      Although it depends on the individual mods of course

  • @spectreone
    @spectreone 2 года назад +3

    11:50 and that's what we call art

  • @KnakuanaRka
    @KnakuanaRka 2 года назад +2

    Yeah, I was thinking about this myself, and I especially agree with the part about making the middle part interesting; games that can make crafting more interesting and interactive than just “pick recipe, confirm, ingredients are used” make it far more purposeful. Stuff like how BotW and Atelier are more freeform with their recipes, minigames like FFXIV’s, or something like Minecraft letting you freely arrange items, are some of the big things that make these stand out.

  • @sarbe6625
    @sarbe6625 8 месяцев назад +2

    I think Vintagestory's Knapping, Clay forming, and Metalworking mechanics also deserve a mention here. And the cooking is pretty good too, especially if you get the culinary artillery and immersive butchery mods.

  • @choty7066
    @choty7066 3 года назад +6

    Monster hunter also has an amazing system where you have to damage certain parts of the monster like breaking the horns or cutting off the tail to get parts to make equipment. The skill system is also great but it's a bit complex so i won't explain it here.

  • @vanderkarl3927
    @vanderkarl3927 3 года назад +7

    Oh no, I didn't hear Samuel Vanderplats at the end of the video! That was always the best part of every video. I'm gonna miss that guy...

  • @spoon1291
    @spoon1291 3 года назад +33

    "Tools" lol

    • @pepi7404
      @pepi7404 3 года назад +4

      Already a banger at the start. Lmao

  • @pyrobryan
    @pyrobryan 2 года назад +2

    Best crafting system ever: Pre-CU Star Wars Galaxies. Fite me.
    All equipment in the game, other than your starting items, was player-crafted. The resources for crafting spawned across all of the worlds in the game, and they were big worlds, so finding large vein of high quality mats and getting your extractors down before anyone else was always a great feeling. Crafting an item might require general materials like "inorganic material", or slightly specific like "non-ferrous metal", or very specific like "copper", so there was some flexibility and some specificity. Crafting materials had their own sets of stats, and the stats of the items crafted were based on the stats of the materials that you used, so not every T-21 rifle or flamethrower or vibro-knuckle was the same. It was a great system, but to be a good crafter, that's pretty much what you had to focus your entire character on. If you wanted to craft the best gear, you weren't going to be able to do a lot of fighting, and you couldn't just respec by clicking a few buttons whenever you wanted. You would have to level up all of your skills every time you respec and that took a while. It's not a system that would work in today's market, but I absolutely loved it.

  • @liutenantdouble-yefreitor
    @liutenantdouble-yefreitor 3 года назад +1

    I see a lot of people are posting examples so I'm going too.
    I personally like a lot underrail' crafting system.
    First it's unique: it's divided in 4 subcategories mechanics, electronics , chemistry and tailoring each one of these categories is responsible for affirming your aptitude to craft better and more complicated stuff, for example, you're going to need more electronic aptitude to modify your energy shield to convert energy more efficiently, and, therefore wasting less power stopping those rude bullets that are trying to pierce your skin, than installing a laser sight on a pistol.
    Second it's rewarding every category of crafting cane be leveled up to insane amounts and the stuff you create can and (mid-late game) will be immensely better than common loot, more expensive to sell and more durable making a crafting build more than viable (with combat skills appropriate to wield that godly arsenal, of course).
    Third it's accesible: projects for crafting can be obtained easily and materials are most of the time spread all over underrail, and not only that, components you make are a lot better, if you are competent, and, almost always, you mechanical genius can transform that shitty crossbow cross that you found outside sgs in a devastating 150 quality monsoon crossbow by mid game.
    Truly hardcore stuff!

  • @Gogglesofkrome
    @Gogglesofkrome 3 года назад +7

    Man, crafting in games with a wild west theme as a cowperson is just not very fun. I'm glad that this question was answered by you

  • @squa_81
    @squa_81 3 года назад +13

    I've been waiting for this video since i learned about potion craft!

  • @matthewtalbot-paine7977
    @matthewtalbot-paine7977 3 года назад +3

    I feel like the main thing most games suffer from in this area is that the collection process for simple materials lets say wood should be both collectable by yourself and buyable from someone else. There are so many games I've played and I have everything I need to upgrade something but as I've not got into a specific area of the game I can't get what is a fairly basic resource to complete the recipe.

  • @MasterChaosL100
    @MasterChaosL100 9 месяцев назад

    I love these kinds of videos. As someone who aspires to create. It's nice to have something to refer to with decent points, that would help not only me, but others too. Knowing some of the fundamentals to good game design, (and having a nice place to get those ideas from), eases my nerves in a nice way.

  • @gregbasore2108
    @gregbasore2108 3 года назад +1

    I'd argue that the crafting system on Horizon strikes a good balance.
    1. It's something that enhances the story, by highlighting Aloy's people The Nora as a relatively primitive society of hunter gatherers. There's a reason for the system to be in that world and used by this character.
    2. It has a narrow enough focus that it doesn't feel intrusive. It's mostly centered around ammo and health items. The resources are primarily gathered while going through the core gameplay loop of taking out machines while traversing new territory and accessing new fast travel spots. There's barely any time when you actively need to take a break from what you're doing to grind for resources.
    3. So many of the items you find overlap with the bartering system for the game. If you find yourself low on arrows, you might have to consider breaking down an item that could later prove useful for trading with a vendor to get a new weapon, which doesn't have to be built from scratch. Same with the armor. Instead, once you get those, you're able to upgrade and customize them with a resource that you don't have to craft and which is also gained from harvesting your kills.
    4. The system doesn't get in the way of the rest of the game. As you said, it can easily be avoided as a hassle, because as the game goes on, the player ends up with more than enough resources to easily craft more than enough ammo. It's also possible to simply buy the craft you can't craft instead of having to go wandering to another section of the map looking for specific component.
    5. That last part is most important. If a crafting system is gonna be added into a game that isn't build around the mechanic like Minecraft is, it should be optional. Something that can enhance the game, but isn't a mandatory time sink that forces the player to keep sidelining what we want to be doing.

  • @Lazzil
    @Lazzil 3 года назад +5

    0:10 Man why would you showcase the most useless tool in all of existence? Surely even a rock tied to a stick would be more valuable.

  • @TheSymsky
    @TheSymsky 3 года назад +13

    If the fallout settlements actually incentivized you to choose a single spot to set up camp - instead of having access to all of them - and gave various challenges/quests according to its development with rewards that mattered in the wasteland, it'd have been soooo much better. Such wasted potential

    • @paxarcana5811
      @paxarcana5811 3 года назад +1

      Yeah. I found that in survival mode, I was leaning really hard into one of the settlements and the progression I had was much more rewarding

    • @deezboyeed6764
      @deezboyeed6764 2 года назад +1

      @@paxarcana5811 i cant enjoy survival mode, i absolutely hate bethesdas dog shit balancing. Without mods the enemy does 4x damage and you deal half.

  • @zheenwang
    @zheenwang 3 года назад +73

    Now come on you can’t compare tools with Ted Cruz; a tool is actually useful!

    • @spoinlar
      @spoinlar 3 года назад

      🤣

    • @Elkator955
      @Elkator955 3 года назад +6

      He is a very useful shield for the rest of his fellow senators.

    • @michaelsimmons9052
      @michaelsimmons9052 3 года назад +2

      Let's be honest here y'all. Any politician can be used to represent the tool category.

    • @VodShod
      @VodShod 2 года назад

      @@michaelsimmons9052 I wouldn't say any politician. There is at least a small period where a couple are not tools.