Wednesday, June 4, 2008

Crafting: Buildin the better mouse trap in game

The Warhammer devs recently released a video podcast on Crafting in WAR.

It is interesting that their two design goals (no grinding useless items, no recipes) are not completely new. They are elements of crafting that are pre-WoW. What is sad is that recent MMOs usually tend to these elements. Lord of the Rings was almost exactly like WoW. Even Vanguard and EQ2 were mostly fixed recipes, you could add some extra bonuses in some items on the fly.

At least with Vanguard and EQ2 there was a bit of a mini-game in actually creating the items and there were various levels of quality.

But putting all that aside, what has and has not worked for crafting in MMORPGs?

The first problem you have to address is which is better. Crafted items or Looted items? For example, why should I spend all my time crafting a sword when it turns out to be a fairly common drop from mobs. Then there is the flip side, why take down bosses for loot if crafting can make a better item.

There are two options to this. First is the EVE and Pirates of the Burning Seas Method. Manufactured items and loot items are the same thing. There is the occasional "named" item that is better, but there is still some rarity.

The second option is to not have the same type items both as loot and crafted. In Star Wars Galaxies, all gear was player created. There was still useful loot like (like dragon pearls and holocrons) but you had no overlap between the two sources of goods.

The second problem is one of over supply. In order to maintain a need for crafting, everything that is craftable must be consumable or destroyable. Much in the same why that you have to regulate the money supply in a game, you have to regulate the item supply.

In EVE, every item can be broken down in to it component parts in order to make different things. Due to built in inefficiencies both in manufacturing and recycling, raw materials are slowly removed from the system with every step. Also every time a ship was destroyed, some of the components would be destroyed as well.

SWG had a fairly aggressive item decay system. Every time you used your weapon it slowly lost durability. The goal here is to make sure that there is enough crafting going on to replace all the decaying equipment at reasonable cost. A player will not spend more money on an item then it will yield in its life time. In fact most players will expect at least a 10:1 if not 100:1 return on investment. For example, If I spend 1000 credits on a rifle, I better be able to make at least 100,000 credits before I have to replace it.

2 comments:

EOW said...

Have you EVER played DAoC (Dark Age of Camelot)? The only things you compare games to in your blog are basically SWG, EVE, and Vanguard. Both SWG and Vanguard flopped. Broaden your horizons a bit! From what you describe, DAoC, while it is a bit outdated, fulfills most of them. DAoC has been my favorite MMO out of many. Any MMO I play now, I think to myself, "is this better than DAoC?" Most of the time I answer myself "no."

Andrew E Harasty said...

If fact I did play DAoC a long time ago. And it is to be credited with the first "commission" based method of improving your craft skill. That is the idea of crafting specific items for NPCs at some level of profit. At least enough to continue training your skill.

As for why I bring up EVE a lot see my next blog.