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	<title>Comments on: Crafting as a Game</title>
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	<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/</link>
	<description>Doodle, Design, Discover...</description>
	<pubDate>Fri, 10 Sep 2010 06:01:19 +0000</pubDate>
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		<title>By: Tattered Page &#187; Blog Archive &#187; Crafting as a Mini-game</title>
		<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/#comment-22412</link>
		<dc:creator>Tattered Page &#187; Blog Archive &#187; Crafting as a Mini-game</dc:creator>
		<pubDate>Tue, 30 Oct 2007 22:29:40 +0000</pubDate>
		<guid isPermaLink="false">http://tatteredpage.net/archives/19#comment-22412</guid>
		<description>[...] I ranted about THAT sometime last year. [...]</description>
		<content:encoded><![CDATA[<p>[...] I ranted about THAT sometime last year. [...]</p>
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		<title>By: Chas York</title>
		<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/#comment-3322</link>
		<dc:creator>Chas York</dc:creator>
		<pubDate>Thu, 04 Jan 2007 23:19:29 +0000</pubDate>
		<guid isPermaLink="false">http://tatteredpage.net/archives/19#comment-3322</guid>
		<description>that is true. 

I wonder how Vanguard will pan out with that.  EQ2 tried item interdependency, but it had issues.  A good part of the problem was likely design/implementation. There was little to tell you what a component you could craft was needed for, or in what level of demand.  Every player wanted so much compensation for his investment that it made the final product too expensive compared to better-rated loot drops.  

EQ2 was also where I first heard the complaints about the chat interruptions.  The crafting "game" there was essentially a whackamole system.  Occasionally, an icon "event" would appear and you had to click the matching tradeskill icon (1 of 3) to counter the event.  It wasn't that intrusive, but the socially-based crafters hated it.</description>
		<content:encoded><![CDATA[<p>that is true. </p>
<p>I wonder how Vanguard will pan out with that.  EQ2 tried item interdependency, but it had issues.  A good part of the problem was likely design/implementation. There was little to tell you what a component you could craft was needed for, or in what level of demand.  Every player wanted so much compensation for his investment that it made the final product too expensive compared to better-rated loot drops.  </p>
<p>EQ2 was also where I first heard the complaints about the chat interruptions.  The crafting &#8220;game&#8221; there was essentially a whackamole system.  Occasionally, an icon &#8220;event&#8221; would appear and you had to click the matching tradeskill icon (1 of 3) to counter the event.  It wasn&#8217;t that intrusive, but the socially-based crafters hated it.</p>
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		<title>By: Aaron</title>
		<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/#comment-3321</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Thu, 04 Jan 2007 22:05:19 +0000</pubDate>
		<guid isPermaLink="false">http://tatteredpage.net/archives/19#comment-3321</guid>
		<description>Well, you might go the Vanguard route and create 3 or 4 separate but interdependent roles to craft one ultimate item.  For example, maybe one step of crafting a sword is refining the metals, another is shaping, and another is decorating/polishing.  It's possible to make all of those roles available to a single player, but also make it possible for a player to excel at a single part in the process.  If one of those steps was less active than the others, a more socially-inclined player could choose to specialize in that role.</description>
		<content:encoded><![CDATA[<p>Well, you might go the Vanguard route and create 3 or 4 separate but interdependent roles to craft one ultimate item.  For example, maybe one step of crafting a sword is refining the metals, another is shaping, and another is decorating/polishing.  It&#8217;s possible to make all of those roles available to a single player, but also make it possible for a player to excel at a single part in the process.  If one of those steps was less active than the others, a more socially-inclined player could choose to specialize in that role.</p>
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		<title>By: chas</title>
		<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/#comment-3318</link>
		<dc:creator>chas</dc:creator>
		<pubDate>Thu, 04 Jan 2007 18:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://tatteredpage.net/archives/19#comment-3318</guid>
		<description>I'd planned a follow-up to this detaling my solutions further... only to realize I had more questions than answered.  For now, I'm wondering:

If people are used to a crafting game that allows, say... chatting while crafting, changing to an active minigame essentially kills the appeal for these people.  How do you accomodate those people who have found and use this niche while also seeking to make it a more active and engaging "game" for the rest?</description>
		<content:encoded><![CDATA[<p>I&#8217;d planned a follow-up to this detaling my solutions further&#8230; only to realize I had more questions than answered.  For now, I&#8217;m wondering:</p>
<p>If people are used to a crafting game that allows, say&#8230; chatting while crafting, changing to an active minigame essentially kills the appeal for these people.  How do you accomodate those people who have found and use this niche while also seeking to make it a more active and engaging &#8220;game&#8221; for the rest?</p>
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		<title>By: Aaron</title>
		<link>http://tatteredpage.net/2006/12/27/crafting-as-a-game/#comment-3317</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Thu, 04 Jan 2007 17:50:58 +0000</pubDate>
		<guid isPermaLink="false">http://tatteredpage.net/archives/19#comment-3317</guid>
		<description>I'm still having to think on this one, since reading it a few days ago.  But for now, at least, I can say I agree that less emphasis on simulation would be the better route with crafting systems.</description>
		<content:encoded><![CDATA[<p>I&#8217;m still having to think on this one, since reading it a few days ago.  But for now, at least, I can say I agree that less emphasis on simulation would be the better route with crafting systems.</p>
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