Difference between revisions of "Crafting"

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Revision as of 11:32, 17 April 2011

The activity of creating game items.

Crafting is the activity of creating game items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the possibility to engage in a constructive activity.

Examples

Crafting is most often found in Category:Massively Multiplayer Online Games such as Entropia Universe, Eve Online, Ultima Online, and World of Warcraft. Here, players can craft weapons, armor, and tools depending on the setting.

Players of Slaves to Armok II: Dwarf Fortress start with a small cache of items but need to craft more for their dwarves having a chance to survive; in Minecraft players need to craft all tools they wish to use. Zombie Lane allows players to buy more powerful weapons that the default shovel, but also that they can create special types of weapons through Crafting.

The Fable series let players engage in mini-games that are diegetically presented as crafting but doesn't actually create game items.

Using the pattern

The components of Crafting is what is required to engage in it and what Game Items are constructed from the action.

Crafting consists of transforming something into something else, so some form of Resources that are consumed in the process is very common. To limit who can do the Crafting, or when it can be done, game designs can require use of Tools or that those doing the action have Privileged Abilities or specific Skills. Making use of stationary Tools, i.e. Installations, for Crafting, makes possibilities to craft into Location-Fixed Abilities (Minecraft does this for crafting larger items). Making the Construction of each Game Item have a Development Time or require Extended Actions can modulate how often new items can occur. Besides allowing the Crafting to begin with, the use of Skills can also be used to influence the quality of the produced Game Items, the use of Resources, and the time taken to finish the action.

Any type of Game Items can be the result of Crafting, but Tools is worth mentioning as a subcategory since it may be required for players to engage in other types of Crafting and thereby can set up development chains where the New Abilities gained can be seen as a form of Character Development. For some types of Game Items, e.g. Ammunition, it can be worth considering that each completed Crafting action provides not one but several instances of the Game Items.

Diegetic Aspects

Crafting allows players to help create the content in Game Worlds and is therefore a Diegetic Pattern.

Interface Aspects

Since Crafting typically concerns manipulating and transforming Game Items that one has, the interface for Crafting is quite often part of the interface for Inventories.

Consequences

Crafting provides a way for players or other Agents to engage in the Construction of Game Items in Game Worlds. When the Crafting is possible to do by players, as for example in Minecraft or Slaves to Armok II: Dwarf Fortress, this gives them a Creative Control and Constructive Gameplay. The knowledge of what Game Items can be construct, and what is required to do this, can be Strategic Knowledge.

Being an activity that does not inherently need to have risks involved or require player skills, Crafting can easily open up for Grinding. However, it can give some worth to other forms of Grinding, e.g. that of Collecting resources.

Crafting makes those that engage in it into Converters, and when Tools or crafted Game Items are required to engage in other types of Crafting, this sets up Production-Consumption Chains. When this is kept to one Focus Loci, this provides a form of Character Development. In games with Persistent Game Worlds, both this type of Crafting and repetitious "basic" Crafting can disrupt both the economy within the game and the Player Balance if not the effort to create Game Items is balanced with the value of them.

Relations

Can Instantiate

Construction Constructive Gameplay, Converters, Creative Control, Diegetic Consistency, Grinding, Strategic Knowledge

with Tools

Character Development, Production-Consumption Chains

Can Modulate

Game Items, Game Worlds, Grinding, Persistent Game Worlds

Can Be Instantiated By

Tools

Can Be Modulated By

Development Time, Extended Actions, Privileged Abilities, Resources, Skills

Possible Closure Effects

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Potentially Conflicting With

Player Balance in games with Persistent Game Worlds

History

New pattern created in this wiki.

References

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Acknowledgements

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