Recently I read Tobold’s post on “Mainstream and Niche Games“, and saw some Twitters from crafters wanting better crafting and it really started me thinking about crafting oriented games.
PvP really is a niche market. Any simple look at a few game’s server lists will show that there are more PvE players than PvP. I’m not really a PvP player but I always pick PvP servers, if given the choice. I view PvP from a sandbox point of view. If it’s available, I want it, because to me it’s another addition that adds more fun to a game. I mostly play Runes of Magic right now, and chose the international Smacht(PvP) server even though I hardly PvP. I want to have the option, even if I hardly participate.
There are some great PvP niche games, and many are free. Shaiya is perhaps my favorite of the PvP niche. Great graphics, smooth server uptime, and a fun massive PvP system pitting up to hundreds against hundreds. Although it is a very serious grind oriented system of leveling, it is still fun.
So why not a crafting oriented niche MMORPG? This has me feeling very left out as a crafter. I can only assume that a crafting niche would be even smaller than a PvP niche. So small in fact, that no one has found it economically viable to produce such an MMO.
However, just like Shaiya and it’s very PvP centric gameplay, it’s not the only thing to do in the game. Shaiya has loads of solo grinding, dungeons, party, and raid content. In fact the PvP zones are separated so one need not ever participate in PvP while playing Shaiya.
Why can’t we have something like Vanguard with its crafting, only the crafting is bulked up, more involved and the rest of the game takes second stage to it? Even if it were to be produced in the free to play market, which would make it a lot smaller than Vanguard?
I would love to try a game that had a craft system like Vanguard or EQ2 that was the center of the game. An MMORPG like that could be quite fun and still contain other elements like questing, leveling, and all that jazz.
Wow, imagine a game that took crafting to an extreme. With hundreds of more recipes and items to be made, enhanced, and sold on a beefed up auction house.
As I currently have limited knowledge on Vanguard and EQ2’s craft systems, I will start with a basic form of WoW’s or RoM’s.
I would first come up with more resources to be gathered.
* Food plants
Even more types, if I thought about it longer. Then I’d add a system of grades of each, so you could have:
* Brass: Poor
* Brass: Okay
* Brass: Good
* Brass: Better
* Brass: Best
That grade system wood go for every kind of ore, herb, wood, etc…
I wouldn’t forget Skinning to get leathers from mobs either, along with types and grades for each type as well.
That covers a lot for gathering resources. For refining, I’d use a system like EQ2 or Vanguard that I only read a bit about. So during the crafting system enhancements of different types could be added based on a craft skill point system. Enhancements could be added with another large set of ingredients like:
Don’t forget yet another set of grades for the enhancement ingredients.
Maybe even a system where currency(in-game gold) could play a part.
Different sets of tools that apply skill increases to help you get better quality resources when gathering too, and maybe even different quality workstations that helped increase your chances of better quality crafted items.
Of course we’d have to have an in-game housing system so we could build the houses. Maybe start with a base one-room house and you can “build” extensions, floors, additional rooms. Thousands of pieces of furniture, maybe you could find or earn better recipes to build the better tools to increase a % chance of getting better grades of resources and refining better items.
Group Crafting or: "Craft Party"
I’ve been talking a lot about crafting(well, why not? I love it). I wrote a post on making a crafting-centric MMORPG, and even followed it up with another small post to flesh out some ideas a bit more.
This post is more of the same, but concentrating on an idea that came while I was drifting off to dreamland.
I thought of trying to integrate(or replace) current gaming elements with a crafting based element. I started by thinking of how a player party works.
If you could have a special group(or party) recipes that would be complete with level requirements and profession requirements but also require 2-5 players being in a party to craft.
* 2-5 players formed into a party
* each player in party requires a copy of special party recipe, and the required craft skill(s)
Let’s start with a basic 5-man party and run down some ideas I came up with
So you have your party and your all gathered around the correct station and you all have a copy of the recipe and meet the skill level requiremen(s).
* Anyone in the party can start the process by opening up your profession/tradeskill window. Simply clicking on the recipe will run a check to see if you are actually in a party and everyone meets the requirements. Where a new Craft Party window will open for everyone in the party.
I think it’d be neat to have a craft skill point system like in EQ2 or Vanguard, so let’s say that’s already in this imaginary MMORPG.
* With the Craft Party window open you will need to check with all party members to coordinate your efforts. Once everyone is ready, you can hit a button that says “start”, on the window.
* One the process is started a bar appears that slowly fills up depending on the difficulty and/or level of the item being crafted.
* Let’s say, for this example, you are working on a mid-level chest armor, that would result in a blue piece, thus the timer for this would be one minute.
* The timer starts to tick across as the party is now “crafting” the item. As the timer progresses, there will be a percentage change of difficulty which will open up a new smaller window randomly for one or more of the players.
* This new window would represent complications, and will only give you, one of the other players, or even multiple players at the same time, a few seconds to click a button to overcome the complication
* The complication will require a certain amount of extra “craft skill points” from each member that is required to overcome it. If they do not have enough points, then the complication stays and the item will have flaws(it could still be a good item). In addition to extra craft points, some of the complications may require additional numbers of one of the indgredients(so make sure to stock up)
* There will be an opportunity, toward the end of crafting to add any enhancements based off of players professions(if 1 or more players have a profession that allows gem making or alchemy, this part of the progress bar will give you a small window of opportunity to click to get enhancements added)
* Enhancements will be treated the same way, with random complications throughout that need all players attention.
Now this was a basic thought I had. I know it’s not that original or complex, or maybe not even as fun as it could be, but I like the idea that I’m shooting for and just need to flesh it out a bit more.
Also, I know what you’re thinking. Who gets the item? or does each member get the item. Well, I thought about it, and so far my idea for fun, risk, gambling, and so forth was that only 1 item gets made, unless all party members have enough of the required resources, and craft points.
So here is where I’d backtrack and say as soon as the craft party window opens, and before you click start, each player will have a small box to input a “bid” taken from their pool of craft points.
This leaves a fun gambling aspect. You need to guess how much you can bid to win, and still have enough points to actually get through the process and any unforeseen complications.
What about if you only have 2 people, or 3 people in the party, instead of 5?
I was thinking there could be a grade scale to determine the outcome. Say you have 5 grades. So the item will only be grade 2, if 2 people craft, etc….
Sure it would drive people to only want to do it with 5 people, but I don’t think it would stop smaller parties from crafting. You just need to make all items worthwhile.
I mean, as it is, there are better drops than others, but not everyone goes for them? Player psychology, time restraints? I’m not too sure but if craft party recipes are special to begin with, a lower grade one will still be better than a lot of solo crafted ones.
Oh, how I can dream…