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	<title>Comments on: Crafty Thoughts</title>
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	<link>http://brokentoys.org/2006/06/30/crafty-thoughts/</link>
	<description>Random Comments About Games and Tractors</description>
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		<title>By: Mox</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3147</link>
		<dc:creator>Mox</dc:creator>
		<pubDate>Tue, 04 Jul 2006 22:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3147</guid>
		<description>As I recall, the main complaint about usage XP was that it was bugged so hard it just didn&#039;t work. The second complaint was that it meant your progress depended on other people, so you couldn&#039;t power-grind perfectly - not that that bothered me much, as an amateur crafter. It certainly didn&#039;t stop the creation of lots of items, because you could put them on the bazaar for a few hundred credits and n00bs would give you usage XP (when the damned thing worked). I certainly remember loading plenty of people up with Teltier noodles and Starshine surprise.&lt;br&gt;
&lt;br&gt;
Generally people ignored usage XP, which was probably the ideal situation the designers hoped for. Good crafters who made things that people used should do better (advance faster) than grinders, but I doubt this was observed. I don&#039;t actually remember usage XP being explicitly removed.</description>
		<content:encoded><![CDATA[<p>As I recall, the main complaint about usage XP was that it was bugged so hard it just didn&#8217;t work. The second complaint was that it meant your progress depended on other people, so you couldn&#8217;t power-grind perfectly &#8211; not that that bothered me much, as an amateur crafter. It certainly didn&#8217;t stop the creation of lots of items, because you could put them on the bazaar for a few hundred credits and n00bs would give you usage XP (when the damned thing worked). I certainly remember loading plenty of people up with Teltier noodles and Starshine surprise.</p>
<p>Generally people ignored usage XP, which was probably the ideal situation the designers hoped for. Good crafters who made things that people used should do better (advance faster) than grinders, but I doubt this was observed. I don&#8217;t actually remember usage XP being explicitly removed.</p>
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		<title>By: Madscientist.net - Thoughts and theories on games and gaming from Evan Sampson</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3146</link>
		<dc:creator>Madscientist.net - Thoughts and theories on games and gaming from Evan Sampson</dc:creator>
		<pubDate>Tue, 04 Jul 2006 03:52:34 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3146</guid>
		<description>[...] So as I sit here, struggling to work out a crafting system that allows people to be &#8216;hard core&#8217; crafters while still allowing solo crafters and balancing the whole thing against adventuring I run into a new snag; the concept of &#8216;social whittling&#8216;. [...]</description>
		<content:encoded><![CDATA[<p>[...] So as I sit here, struggling to work out a crafting system that allows people to be &#8216;hard core&#8217; crafters while still allowing solo crafters and balancing the whole thing against adventuring I run into a new snag; the concept of &#8216;social whittling&#8216;. [...]</p>
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		<title>By: Ajax</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3145</link>
		<dc:creator>Ajax</dc:creator>
		<pubDate>Mon, 03 Jul 2006 12:57:54 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3145</guid>
		<description>Killing your creativity: The Cloth Cap Infinite Horizon&lt;br&gt;
&lt;br&gt;
This reminded me alot of the discussions between Raph when he was designing Star Wars Galaxies and the pre-release community.&lt;br&gt;
&lt;br&gt;
Raph, as always, had big plans to revolutionize the way crafters gained xp. No more endless clicking, making 2 million gnarled staves which would be thorwn directly into the trash barrel, crafters in SWG were to gain crafting xp by making an item, selling it, and the player that bought it using the item. No XP was granted for the actual process of creating the item.&lt;br&gt;
&lt;br&gt;
So if you created a blaster, and the person that bought it went out and shot so many Nerfs with it, then and only then would the crafter gain xp for making the item.&lt;br&gt;
&lt;br&gt;
The vast majority of the community hated the idea (though of course the same people complained about all the clicking after release) Many claimed to like the mindless clicking over and over, hard as that is to believe.&lt;br&gt;
&lt;br&gt;
Eventually the idea of usage xp was scrapped and went to the conventional &quot;make a blaster, get some xp&quot;. They fixed the glut of crafted items on the market by adding a handy little box that if you clicked would not actually create the item in exchange for a little additional xp.&lt;br&gt;
&lt;br&gt;
Its one of those love/hate things that are so prevelant in MMOGs.</description>
		<content:encoded><![CDATA[<p>Killing your creativity: The Cloth Cap Infinite Horizon</p>
<p>This reminded me alot of the discussions between Raph when he was designing Star Wars Galaxies and the pre-release community.</p>
<p>Raph, as always, had big plans to revolutionize the way crafters gained xp. No more endless clicking, making 2 million gnarled staves which would be thorwn directly into the trash barrel, crafters in SWG were to gain crafting xp by making an item, selling it, and the player that bought it using the item. No XP was granted for the actual process of creating the item.</p>
<p>So if you created a blaster, and the person that bought it went out and shot so many Nerfs with it, then and only then would the crafter gain xp for making the item.</p>
<p>The vast majority of the community hated the idea (though of course the same people complained about all the clicking after release) Many claimed to like the mindless clicking over and over, hard as that is to believe.</p>
<p>Eventually the idea of usage xp was scrapped and went to the conventional &#8220;make a blaster, get some xp&#8221;. They fixed the glut of crafted items on the market by adding a handy little box that if you clicked would not actually create the item in exchange for a little additional xp.</p>
<p>Its one of those love/hate things that are so prevelant in MMOGs.</p>
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		<title>By: Tony H.</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3144</link>
		<dc:creator>Tony H.</dc:creator>
		<pubDate>Mon, 03 Jul 2006 00:06:54 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3144</guid>
		<description>Here&#039;s something I though about.  Some will argue that the interactive &#039;combat&#039; method of EQ2 is perhaps too involved and takes away from the social aspect of the game.  Well if that&#039;s true, then isn&#039;t the combat in all MMOG&#039;s also broken?  Because they basicly require you to play an active role in the game instead of being passive like most crafting systems are.&lt;br&gt;
&lt;br&gt;
  What if instead, we had all players just click on an attack button once every 1-2 minutes, and wait to see if they succeeded in combat or not.  Failure didn&#039;t mean death, it just means they didn&#039;t manage to defeat the target,  Perhaps it ran away or they flead from combat.  Perhaps a critical failure could mean death for the player.  This leaves them all that free time and room to chat with each other and really build that social aspect of the game we all talk about.  I mean seriously, why should the combat get in the way of good interpersonal relations.&lt;br&gt;
&lt;br&gt;
  I&#039;ll tell ya why, and we all know this.  It&#039;s boring like hell!  Plus, if every combat worth fighting only resulted in a 50/50 chance of a general success worth a damn, then the game would get real boring, real fast!&lt;br&gt;
&lt;br&gt;
  Active and engaging systems should not be left to just the combat system.  Let crafting and all other subsystems in the game be just as fun and engaging to do.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s something I though about.  Some will argue that the interactive &#8216;combat&#8217; method of EQ2 is perhaps too involved and takes away from the social aspect of the game.  Well if that&#8217;s true, then isn&#8217;t the combat in all MMOG&#8217;s also broken?  Because they basicly require you to play an active role in the game instead of being passive like most crafting systems are.</p>
<p>  What if instead, we had all players just click on an attack button once every 1-2 minutes, and wait to see if they succeeded in combat or not.  Failure didn&#8217;t mean death, it just means they didn&#8217;t manage to defeat the target,  Perhaps it ran away or they flead from combat.  Perhaps a critical failure could mean death for the player.  This leaves them all that free time and room to chat with each other and really build that social aspect of the game we all talk about.  I mean seriously, why should the combat get in the way of good interpersonal relations.</p>
<p>  I&#8217;ll tell ya why, and we all know this.  It&#8217;s boring like hell!  Plus, if every combat worth fighting only resulted in a 50/50 chance of a general success worth a damn, then the game would get real boring, real fast!</p>
<p>  Active and engaging systems should not be left to just the combat system.  Let crafting and all other subsystems in the game be just as fun and engaging to do.</p>
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		<title>By: Tony H.</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3143</link>
		<dc:creator>Tony H.</dc:creator>
		<pubDate>Sun, 02 Jul 2006 17:16:16 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3143</guid>
		<description>I&#039;ve played EQ2 and really enjoyed the crafting system a great deal.  Honestly I love the interactive crafting.  Yes, I realize it kills the social aspect of crafting while it&#039;s happening but the system is much more rewarding in general.  The main selling point really is the fact that the interactivity and eventually mastery of the system was a truely learned skill. My own personal experience went into mastering crafting since I had to learn how to play the system and get the most out of it.  Not only that, I rarely if ever fail now.  I&#039;m willing just as often as I would in pve combat.  Failure is only because I tried something too difficult or had a streak of bad luck.  For the most part, I&#039;m winning and getting rewarded for it.&lt;br&gt;
&lt;br&gt;
  It feels like I&#039;m actually playing a game instead of working.  Although MMOG&#039;s sometimes make you feel like you&#039;re working anyways but that&#039;s besides the point.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played EQ2 and really enjoyed the crafting system a great deal.  Honestly I love the interactive crafting.  Yes, I realize it kills the social aspect of crafting while it&#8217;s happening but the system is much more rewarding in general.  The main selling point really is the fact that the interactivity and eventually mastery of the system was a truely learned skill. My own personal experience went into mastering crafting since I had to learn how to play the system and get the most out of it.  Not only that, I rarely if ever fail now.  I&#8217;m willing just as often as I would in pve combat.  Failure is only because I tried something too difficult or had a streak of bad luck.  For the most part, I&#8217;m winning and getting rewarded for it.</p>
<p>  It feels like I&#8217;m actually playing a game instead of working.  Although MMOG&#8217;s sometimes make you feel like you&#8217;re working anyways but that&#8217;s besides the point.</p>
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		<title>By: D-0ne</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3119</link>
		<dc:creator>D-0ne</dc:creator>
		<pubDate>Sun, 02 Jul 2006 13:57:46 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3119</guid>
		<description>Might I sugest that the one place where twitch skills would be found useful in MMRPGs would be in crafting and trades.  Sure some would be the standard clicky combines but others would and should impliment various forms of twitch.&lt;br&gt;
&lt;br&gt;
Adding twitch would held stop the trades farmers for one.  For another it would add an element of difficulty and even fun for some gamers.</description>
		<content:encoded><![CDATA[<p>Might I sugest that the one place where twitch skills would be found useful in MMRPGs would be in crafting and trades.  Sure some would be the standard clicky combines but others would and should impliment various forms of twitch.</p>
<p>Adding twitch would held stop the trades farmers for one.  For another it would add an element of difficulty and even fun for some gamers.</p>
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		<title>By: Rowyn</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3142</link>
		<dc:creator>Rowyn</dc:creator>
		<pubDate>Sun, 02 Jul 2006 13:13:31 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3142</guid>
		<description>Oh -- there&#039;s also a functional compromise that allows one to use minigames for crafting without killing the social aspect: don&#039;t make the minigame time-based.  Puzzle Pirates&#039; &quot;Alchemistry&quot; puzzle is a good example of this: it&#039;s move-based, not time-based.  So if you want to be social there&#039;s zero penalty for pausing the game and talking.  True, you won&#039;t be able to craft at peak efficiency when you&#039;re chatting, but even in the click-and-combine games you&#039;re going to be clicking more slowly if you&#039;re also chatting.  Unless you&#039;re going to argue that it&#039;s a &lt;i&gt;good&lt;/i&gt; thing for the game to have long stretches of waiting between clicks, while the crafter can do nothing whatsoever except chat. Which seems pretty extreme to me. :)</description>
		<content:encoded><![CDATA[<p>Oh &#8212; there&#8217;s also a functional compromise that allows one to use minigames for crafting without killing the social aspect: don&#8217;t make the minigame time-based.  Puzzle Pirates&#8217; &#8220;Alchemistry&#8221; puzzle is a good example of this: it&#8217;s move-based, not time-based.  So if you want to be social there&#8217;s zero penalty for pausing the game and talking.  True, you won&#8217;t be able to craft at peak efficiency when you&#8217;re chatting, but even in the click-and-combine games you&#8217;re going to be clicking more slowly if you&#8217;re also chatting.  Unless you&#8217;re going to argue that it&#8217;s a <i>good</i> thing for the game to have long stretches of waiting between clicks, while the crafter can do nothing whatsoever except chat. Which seems pretty extreme to me. <img src='http://brokentoys.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Rowyn</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3141</link>
		<dc:creator>Rowyn</dc:creator>
		<pubDate>Sun, 02 Jul 2006 13:07:26 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3141</guid>
		<description>I think #1 and #2 are universally true, but #3 depends on the crafter.  I love crafting, but I was never social about it and I hated the click-and-combine designs.  I&#039;d much rather have an interactive minigame that produced goods.&lt;br&gt;
&lt;br&gt;
Then again, I play Puzzle Pirates, so there&#039;s probably a connection here.  :)</description>
		<content:encoded><![CDATA[<p>I think #1 and #2 are universally true, but #3 depends on the crafter.  I love crafting, but I was never social about it and I hated the click-and-combine designs.  I&#8217;d much rather have an interactive minigame that produced goods.</p>
<p>Then again, I play Puzzle Pirates, so there&#8217;s probably a connection here.  <img src='http://brokentoys.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Noise</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3140</link>
		<dc:creator>Noise</dc:creator>
		<pubDate>Sat, 01 Jul 2006 01:24:50 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3140</guid>
		<description>I think crafting needs to go one of two ways.&lt;br&gt;
On one side is full automation, where the player is simply organizing and managing NPCs or Harvesters or Factories that do the little boring tasks. Like Eve manufacturing, the resources go in and after awhile the product comes out. This doesn&#039;t stop people from socializing, nor does it attempt to simulate tedium. The risk portion of the equation would need to come from the logistics.&lt;br&gt;
&lt;br&gt;
Another though would be full interactivity, where the systems are designed to be just as engaging as any other kind of gameplay. Always easier said than done. Just because some people want these crafting systems to basically be an idle activity doesn&#039;t mean every last one of them needs to be devoid of gameplay. These are still being called games, after all.</description>
		<content:encoded><![CDATA[<p>I think crafting needs to go one of two ways.<br />
On one side is full automation, where the player is simply organizing and managing NPCs or Harvesters or Factories that do the little boring tasks. Like Eve manufacturing, the resources go in and after awhile the product comes out. This doesn&#8217;t stop people from socializing, nor does it attempt to simulate tedium. The risk portion of the equation would need to come from the logistics.</p>
<p>Another though would be full interactivity, where the systems are designed to be just as engaging as any other kind of gameplay. Always easier said than done. Just because some people want these crafting systems to basically be an idle activity doesn&#8217;t mean every last one of them needs to be devoid of gameplay. These are still being called games, after all.</p>
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		<title>By: Lacero</title>
		<link>http://brokentoys.org/2006/06/30/crafty-thoughts/comment-page-1/#comment-3139</link>
		<dc:creator>Lacero</dc:creator>
		<pubDate>Fri, 30 Jun 2006 23:50:45 +0000</pubDate>
		<guid isPermaLink="false">http://brokentoys.org/2006/06/30/crafty-thoughts/#comment-3139</guid>
		<description>Ironically TheAmazin it&#039;s the resource gathering in Eve that&#039;s the most social, as it&#039;s the only thing that becomes more efficient when multiple people do it helping each other.</description>
		<content:encoded><![CDATA[<p>Ironically TheAmazin it&#8217;s the resource gathering in Eve that&#8217;s the most social, as it&#8217;s the only thing that becomes more efficient when multiple people do it helping each other.</p>
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