Crafting in MMOs (Or, “Can’t We All Just Get Along?”)

There are some who feel that crafting in MMOs exists purely as a casual time filler. This attitude, when it surfaces, is most often exhibited by those who concentrate their gameplay solely on adventure. Killing big mobs is what it’s all about, so anything else is just something to pass the hours until the next raid.

In truth, dedicated crafters are every bit as hardcore about what they do as raiders are, often spending just as many hours each week fixated on their trade. While in most games crafting is something that can be done in one’s spare time, it can also be the complete focus of a person’s online experience.

Instead of figuring out a leet strat to take out a dragon, the hardcore crafter figures out how to maximize their profits or stack various objects to make fireplaces or other crazy decorations outside the scope of the game’s existing artwork. Regardless of how they spend their time, the obsession is the same–and therein lies the conflict.

Adventuring and crafting are competing styles of play. I say this not only because a player must generally choose which they will do at any given time (yes, sometimes you can adventure to acquire things for crafting or craft to further your adventuring, but you understand what I mean), but because they are often pitted against each other by the very design of certain types of MMOs.

There are fundamental ways in which MMOs can differ from each other. One of those ways is whether or not the game is item centric. That is, whether the acquisition of rare loot is a core motivation, or whether items are common and somewhat disposable.

EverQuest is a prime example of an item-centric game. The most highly desired armor and weapons are rare, entering the game world at a deliberately slow rate. This causes players to strive to acquire them, usually by taking on extremely challenging opponents. Once obtained, these items generally stay with the player until he or she upgrades them to something better.

Ultima Online is an example of a non-item-centric game (note: I haven’t played UO in years, so I am basing this statement on the game as it was during the year or so after it launched). While there were some items or raw materials that were less common than others, in general the player’s gear was easily replaceable. If somebody ganked me and took all my stuff (which happened a hell of a lot), I didn’t sweat it all that much because I could get a new set of equipment made.

Typically adventuring is the major focus of the item-centric game, while crafting plays a major role in the other. In the latter, crafters excel because adventurers rely upon them for a steady flow of goods. There can be no adventuring without crafting in this case.

The item-centric game can depend upon crafting to various degrees as well, of course. In fact, the crafting systems can be extremely robust and involved. But if crafters are supplying goods that compete against drops, conflict is a certainty. Why? Because one of them has to be the best, and having the best stuff is a major goal of the item-centric game.

If the best sword in the game is crafted, adventurers will argue that their preferred playstyle is rendered worthless. Why spend all that time learning how to kill dragons if you won’t get the best rewards from doing so?

If the most desired gear in the game is dropped, crafters will protest that their products have little value and their efforts making them are wasted. Why take the time to master your craft if you can’t produce things that people want?

There are ways to mitigate the conflict. You could have the best sword in the game be a drop, but have a crafted sword (or variety of swords) that is nearly as good but somewhat more easily obtainable. As long as getting the crafted version isn’t ridiculously more common than the best item, most players will find the situation acceptable. Or if the best item is crafted but requires a component that only comes from that big nasty dragon, both types of players find value in their chosen playstyle.

However, such a balance is extremely delicate and tricky to maintain long term. The very first time that balance gets out of whack, players on both sides will scream. In other words, this approach is going to require a lot of effort (and frustration) on the part of developers–partly because it will be subject to the whims of player perception.

So is the situation hopeless? Are adventurers and crafters destined to partake in an eternal conflict? Must devs pull their hair out trying to maintain a semblance of balance across all levels of their game?

There is another way that conflict between crafters and adventurers can be avoided in an item-centric game and a mutual reliance can be established. You could place a more narrow focus on what crafters can make, then ensure that drops never compete with goods made by artisans. For example, say you decide that crafters can make jewelry, cloaks, food/drink, furniture, potions, and ranged ammo. If you make sure that those types of items never drop in the world are are not given as common quest rewards, then crafters always have a constant market for their goods. Adventurers need crafters on a regular basis since they need nourishment, useful potions, ammo, etc.

The flip side of this is that you can’t allow crafters to make swords and armor. This may be a hard sell, because you will have some folks throw the realism argument at you. “My character lives in a medieval town and you’re telling me she’s not smart enough to make a sword? How unrealistic!” And yeah, it is kind of funny that monsters carry swords around with them but players can’t make them. To mitigate this you can show actor NPCs in towns working at forges, presumably making swords. Their union simply doesn’t let players join.

Is this a copout approach? Maybe, because at its heart it is designed to retain the lust for rare items while eliminating potential conflict. Someone who loves making armor and weapons for personal satisfaction or roleplay reasons probably isn’t going to like the game as much as they otherwise might. But on the other hand, it just might allow crafters to feel needed enough to offset the feeling that they are somehow being artificially restricted in what they can make.

As ever, the game designer must decide which goals are most important. Do you want an item-centric game, or do you have other replayability mechanics in mind? How much emphasis do you want placed on crafting? Do you want to foster competition between adventurers and crafters, or would you rather avoid it?

Decisions, decisions…

(Note: This article is part of a three-pronged assault by myself, Aggro Me, and Blackguard where we all take a swing at a single topic. We haven’t read each other’s articles; our ground rule is that we give ourselves a topic and post whatever we come up with at about the same time. If it works, we may do this again from time to time. If not, we won’t. Anyway, check out the other articles on Nerfbat and Aggro Me.)

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