Designing a Craft System and Interface in Design Philosophy
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Well, since my last topic on Inventory display didn't go anywhere, let's get some thoughts on craft systems. Generally speaking, craft systems allow players to turn game objects into other (generally more useful) objects. Implementation can vary widely and I would like to see some opinions on what works, and doesn't work, in craft system design as well as interface. After all, the best craft system in the world is useless if hidden behind a horrible interface.
Ultima Online had a simple craft system that was enjoyable. For most crafts you had a required tool, material, and possibly external object such as a heat source. Crafting generally consisted of double clicking the tool, then clicking the material which would then either complete the task (such as heat on ore produces ingots or scissors on cloth produces bandages) open up a selection if multiple items could be produced by the action (say when forging ingots- you could make a variety of weapons and armor). The advantage was it was quick and simple, the downside is that it didn't really allow for much customization (though you could change colors certain thing afterwards with a dye tub).
Star Wars Galaxies has what looks like a neat system where you can gather all sorts of different raw materials that have different intrinsic properties that are used to craft components to build items. Since there are no "best" properties, different materials are better or worse for different applications. Additionally, there is a process for experimentation that apparently allows the crafter to modify the crafting even further. It all sounds very detailed, but I have never played so I have no idea if in practice it allows alot of variety, or just creates a tedious process.
Minecraft has an interesting approach to crafting. Like most games you gather raw materials to craft items. What is interesting about MC's approach is that items are formed based on the correct materials being laid out in a certain pattern on a crafting grid. The size of the grid also varies based on whether the crafter is utilizing a crafting table or not. Without it, he only gets a 2x2 grid, making only simple crafts such as torches, shears, and a craft table possible. It's also interesting in that raw ore is processed by placing it inside a smelter with fuel and waiting for the ore to transform into ingots. Cooking is done the same way (no ovens in MC :)).
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I think the approaches you described can be divided into two "schools of thought": the way Minecraft and UO have it, a crafting system matches recipe with item, so there's a specific way to create what you want. Star Wars Galaxies seems to spice things up a bit, and lets players make their own 'recipes' based on properties of the material rather than specific combinations of it.
Both approaches have their advantage. Generally speaking SWG crafting allows for more creativity and player freedom, but at the expense of the unique combinations and recipes that Minecraft and UO allow.
I think you can try and take the best of everything. Minecraft seems to have it best as far as interface goes, i.e. the way you place the materials determines the purpose of the tool you're crafting. This allows one to discover various applications for the same kind of materials, which is very interesting, and I don't see any reason to aim for something simpler. At the same time I like the idea of being able to customise your items SWG-style, so you should have it such that as long as materials have the appropriate intrinsic qualities, placing them in a specific shape Minecraft-style allows one to create the tool he desires.