Dusk17 said:
IF Fallout 3 was Oblivion with guns, Skyrim sounds like New Vegas with swords. I have said that before but the more I hear about Skyrim the more accurate that statement seems to become. Also why would you put crafting in a game, does anyone actually like crafting? I have never seen a good crafting system EVER, it always seems like devs put it in just for its own sake and so they can have it advertised on the damn box. It was mostly useless crap in NV and it will be bad here.
I love crafting. Especially crafting done right, EG tied into a global economy.
There tend to be three main crafting types in games (With a very, very important caveat):
* MMO crafting - gather materials from the wilds, make them into bog-standard items, and sell them; maybe at high crafting levels you can make reasonable weapons. This is boring in terms of item availability but engaging in terms of marketplace interaction, especially if worked into a living economy.
* Gothic 3-style crafting - There are a certain number of metal ingots in the world, with which you can make any of the game's default weapons. This is boring in most aspects (no real value to crafting in and of itself, or as a trade supplement), as well as highly unrealistic; but can be a fun collection pursuit.
* Oblivion-style crafting, which tends to be a combination of various materials (with effects that are not pre-set) to create a final product. This is evident in Oblivion's spells and alchemy, and is quite engaging, being the best of the standard bunch. This is one reason why I have no worries regarding the crafting system in Skyrim.
Then, of course, there's A Tale in the Desert.
Every tool (no weapons in this game!) is player-made, and has a quality rating, from 1 to 9999. This quality is determined by you, when you create it - which you do by using a variety of differently-shaped tools (from ballpeen hammer to shaping mallet) to literally hammer a 3D representation of the item into shape. How close you get determines the quality, which determines the tool's effectiveness.
This is a marvelous approach I wish more games would follow - add a skill-based minigame for crafting whose outcome actually affects the quality of the resulting item. What results is an activity completely outside the main questline which can engage the player for hours on end, leaving them with a unique, powerful, personal item for their trouble. Imagine, for instance, if thirty minutes of effort had resulted in a finely-crafted steel longsword that dealt 20% more damage than normal steel weapons. Things like that would make it worth the player's while, and keep them engaged and happy. Obviously this would become tedious if you were crafting large numbers of items (say, healing potions), but that's when Oblivion-style crafting comes in handy.