I had an idea to add to this brilliantly conceived system: Why not introduce progression to the act of crafting as well? Specifically, not only would the player get better components for the weapons themselves throughout the game, but he would also be able to acquire new skills and equipment to improve the the quality and expand the variety of the weapons he is able to produce?
Early in the game, the player would start out with a spartan crafting space with little more than duct tape, zip ties, wire, glue, etc. at his disposal. He would also have very limited knowledge with which to forge his implements of destruction. The resulting weapons would be low quality, break easily and not be very effective against enemies. The quality of these weapons could be significantly improved through trial and error for novice players, or through prior knowledge and common sense drawn from real life for more advanced players, with a corresponding higher level of difficulty which would also allow quicker progression to counter the greater challenge and danger.
At the beginning of the game when the player is creating and loading out his character, he would be able to choose a skill that he would already have experience with, in the guise of his occupation prior to the zombie apocalypse. Over the course of the game, he would collect some form of experience points to unlock and level additional skills, such as carpentry, machining, demolition, etc. that would help him craft better weapons. I suppose there would be other skills such as medical that would help in other areas, but that would be outside the scope of the weapon crafting (or maybe not: nitroglycerin syringe gun sounds like it would make for some interesting headshots, not to mention the possibilities presented by defibrillators...).
The player would also collect some form of convertible currency to purchase tools and equipment for his ever-expanding death shop. The weapons made with bare-bones tape n' ties would not have the ability to swap out parts to upgrade or repair, but imagine if you had a milling machine and could cut screw thread or expand a breech and barrel to accept the oversized military ammo you found somewhere on the map. You could also maybe craft extra weapons to sell to NPC's or other players to make more scratch so you can afford that sweet laser cutter a little sooner. Actually now that I think about it, maybe the cash for tools is a bad idea that would suck some of the fun out of the game. Perhaps the necessary tools and equipment are already in the crafting room from the beginning and you just have to learn how to use them. Probably include a skill check so that if you tried to use a table saw without carpentry skill, there would be a 50/50 chance of mangling and ruining the piece of wood you're cutting or sending it flying across the room in hilarious fashion.
One thing is for sure, this hypothetical system would be a daunting task for even a seasoned developer. The delicate trapeze act of balancing such a complex system could easily be torpedoed by a physics implementation that is anything less than flawless. But this is not impossible, and I hope to see something this deep and organic in the future.
Fake Edit: Also, consumables such as tape and nails should be infinite, we don't need to add tedious resource collection to dull the proceedings. Oh, and don't forget to build a great game around this awesome editor, lest we end up with another goddamn Spore, Nuts n' Bolts, or *shudder* APB.
DanDeFool said:
An interesting idea, but I can see one major flaw in Yahtzee's implementation. If you can tape a knife to an assault rifle to make a bayonet, why would you want to use scrappy melee weapons when you have access to assault rifles?
At least in the case of the Dead Rising games, the guns (with a couple exceptions) are not hilariously overpowered, in fact some of them are borderline useless. Just as importantly, the melee weapons, especially the combo weapons in DR2, are highly effective for the most part, and have a great visceral feel when you introduce the business end to zombie flesh. This is mostly an issue of game balance, as well as weapon feel being one of the hardest things to get right in an action game. See the Extra Credits episode on pacing.