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Designing Crafting Systems Print

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Making things from components.

WHAT CRAFTING PROVIDES

A use for gathered materials Player agency over equipment A reason to explore

WHAT IT REQUIRES

Materials with clear sources Recipes the player can discover or learn Outputs worth the effort

WHY THAT LAST POINT DETERMINES EVERYTHING

If crafted items are worse than found ones, nobody crafts.

WHAT MAKES CRAFTING TEDIOUS

Gathering that is repetitive and unengaging Recipes requiring many trips Deep component chains Inventory pressure from materials

WHAT REDUCES TEDIUM

Crafting from storage rather than carried items Bulk operations Clear indication of what is missing Materials that stack generously

WHAT RECIPE DISCOVERY OPTIONS EXIST

Given on progression Found in the world Deduced by experiment

WHAT EXPERIMENTATION REQUIRES

Feedback on failure, or it is guessing.

WHAT TO AVOID

Crafting as a mandatory tax on progression Randomised outputs that waste materials Systems requiring external references to use

WHY THAT LAST POINT

If players must consult a website, the system failed to communicate.

WHAT TO TEST

Whether a player crafts voluntarily.


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