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dtgreene: In TES games, crafting in the usual sense is only needed for alchemy, a skill you can ignore if you want (and can break Morrowind with, if you choose to go that route). On the other hand, I really like being able to enchant my own equipment, especially in Morrowind. (Oblivion's enchanting is also decent, but I wish I could enchant staves to cast custom spells of my choosing instead of being stuck with the ones Bethesda put in the game.)
Forgot to reply to this bit earlier. I just remember it being a pain to travel between locations in M and O because there was constantly another flower here or rock there to pick up along the way. And I remember feeling like I needed them. Enchanting and spell-creation can easily be done without devolving into "crafting system".
The crafting system in Path of Exile is quite interesting, and is a key element of the game's overall economy. In PoE the only "currency" items that exist are things that modify equipment in some way (such as completely re-rolling the affixes on an item, or adding an additional affix if the item can have one). Over the years additional elements have been added to the crafting system to add more deterministic elements, but there's still a very large random component to the crafting, requiring targeted crafts to take many, many tries (and lots of resulting currency, thus providing a constant currency sink to keep the economy from stagnating). The crafting can be used to create extremely powerful items that would otherwise be less than one in a billion chance of dropping randomly, along with items that simply couldn't drop due to the combination of affixes sought. The crafting options also cover a large range of personal investment, such that casual players can use it to improve their gear to a decent level with minimal investment, while top-end players can spend weeks of time and massive amounts of currency trying to create a best-in-slot item that's better than anything else in game (and everything between these two extremes).
As noone listed it: Vanguard (SOE) EOL

This was actually a system where you put in time on different crafting stations up to the final product. If you crafted something it had worth! and was sellable.
Any other I know currently active is econemy hurting massproduction to skill up your crafting skill.

Vanguard did it right ... but died.
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dtgreene: In TES games, crafting in the usual sense is only needed for alchemy, a skill you can ignore if you want (and can break Morrowind with, if you choose to go that route). On the other hand, I really like being able to enchant my own equipment, especially in Morrowind. (Oblivion's enchanting is also decent, but I wish I could enchant staves to cast custom spells of my choosing instead of being stuck with the ones Bethesda put in the game.)
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mqstout: Forgot to reply to this bit earlier. I just remember it being a pain to travel between locations in M and O because there was constantly another flower here or rock there to pick up along the way. And I remember feeling like I needed them. Enchanting and spell-creation can easily be done without devolving into "crafting system".
As I said, that was really just for Alchemy.

For Emchanting, you just get the item you want to enchant, a filled soul gem (cast Soul Trap on an enemy and its soul will fill an empty soul gem, if there's one in your inventory), and (in Oblivion) an enchanting altar, and you can enchant an item.

Spellmaking doesn't require any of that; just find a suitable NPC (in Morrowind) or an Spellmakin altar, and make whatever spell you'd like, can afford, and (in Oblivion) have enough skill to cast. In Arena and Daggerfall, spellmaking can be done at the Wizard's guild; Alchemy can be ignored in Daggerfall (I didn't even get access to it when I am playing) and isn't present at all in Arena.

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dtgreene: Grandia Xtreme ... (This game, while not first-person, has some similarities to DRPGs.)
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darktjm: Such as? I mean, other than being RPGs? I guess you could also say "turn-based", but I don't use the term "DRPG" and don't know if it is limited to turn-based games. It's been many, many years since I've played it, so maybe I'm misremembering things.
DRPG is the genre that contains games like Wizardry and Bard's Tale.

Similarities include the fact that there's a town area (though, unlike Wizardry, it's an actual explorable dungeon), and there's massive dungeons to explore. Also, most of your equipment upgrades come from random treasure, either dropped or randomly spawned in the dungeon, and the items and enemies respawn (and are reload) every time you leave the dungeon and re-enter. Also, these dungeons are the primary emphasis of the game; there's no non-dungeon exploration in this game.

I've even seen an enemy attempt to cast a spell called Level Drain. Level draining is an element that you almost never see in JRPGs. (When I saw the enemy casting the spell, I was a bit scared, but fortunately the spell takes a while to cast, and in typical Grandia fashion you can cancel the spell before it finishes.)

One difference, however, and is that Grandia Xtreme is neither first-person nor grid-based, so it doesn't actually fit the DRPG definition. It does, however, bear many similarities.

(Unfortunately, Grandia Xtreme doesn't have character creation.)
Post edited November 25, 2021 by dtgreene
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PetrusOctavianus: Evil Islands: Curse of the Lost Soul had a pretty good system.
Very underrated game, IMO.
Indeed. That's what I think of when thinking of good crafting.
Blueprints and materials for equipment, total effect is blueprint value multiplied by material value, and runes for spells, either for casting or enchanting, with main effects and modifiers, affecting power, trigger, cost and complexity. Anything can be taken apart and put back together, so items which may not be that useful as they are may contain extremely useful components you can use for something else.
And that's just from memories after having played it well over 15 years ago.
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dtgreene: DRPG is the genre that contains games like Wizardry and Bard's Tale.

Similarities include the fact that there's a town area (though, unlike Wizardry, it's an actual explorable dungeon), and there's massive dungeons to explore. Also, most of your equipment upgrades come from random treasure, either dropped or randomly spawned in the dungeon, and the items and enemies respawn (and are reload) every time you leave the dungeon and re-enter. Also, these dungeons are the primary emphasis of the game; there's no non-dungeon exploration in this game.
In other words, dungeon crawler.
Post edited November 25, 2021 by Cavalary
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dtgreene: DRPG is the genre that contains games like Wizardry and Bard's Tale.
I gathered that much from context, given the recent infusion of that term into gog's forum. Giving a few examples does not really help define the term. Given that you didn't even mention the fact that combat is vastly different between Wizardry and Grandia among your list of differences, is combat even relevant? Is it really just any RPG which emphasizes dungeon exploration over "peaceful" world exploration, as the abbreviation's apparent expansion would suggest? This is why I won't use the term: I don't know what it means. If it means what it says, it's an irrelevant distinction to me (i.e., it's way too broad a category). If it doesn't mean what it says, then the term neither uniquely nor sufficiently describes what it's meant to describe.

In any case, I think the differences between Grandia and Wizardry are so great that unless the characteristics you are describing are necessary and sufficient to be included under your term, it's not worth mentioning it, and in fact mentioning it just waters down your term. Do you really want people insisting that a few mostly irrelevant characteristics are the sole defining features of the genre (like what happened to roguelikes)?
If the crafting doesn't annoy, or become so over-taxing in the game it becomes all about the crafting then most types are OK.

I like the crafting in the following:

Subnautica
While there is the potential for softlocks if certain items are lost (as long as you don't get a rare bug or be silly and place access tablets in places where they can be lost), the rest of the game is so full of crafting components you can progress and build tech really easily. Fragments of technology are collected through scanning (or by finding data boxes), and one the blueprint is available then all you need is to gather the resources to build it.

The Flame In The Flood
The blueprints get unlocked as you find the resources which are used to make them. Everything is done on the run, but certain resources are scarse, and some items can only be made at crafting tables scattered down the river as you go. If you don't know what areas stock what items and miss stops along the way, you'll miss out on crafting items and you'll likely die because of it.

The crafting in this game was fun at first, but got annoying by the middle / end of the game:

My Time At Portia
Basically the whole game IS crafting. But tedium sets in quick, and by the time you build a factory to automate a lot of crafting you'll find yourself just sitting and waiting for time to pass, and gathering resources becomes a chore not an adventure. I'd say most people would give up on this sandboxer soon after the main storyline ends, and that's fair in my opinion.
Fallout 4/Fallout 76, no question about it. Whatever your opinion is on those games, it's pretty hard to deny that their crafting system is one of the most extensive RPG crafting systems out there, but it's done in a way that doesn't feel overwhelming or overcomplicated. It's complex enough to allow for massive amounts of customization but without feeling like you have to figure out a billion systems to understand it.

A close second would probably be The Elder Scrolls Online, simply because it allows so many awesome combos of gear so that virtually every piece of your gear can be somewhat unique to you and your build.
Heard about one where you use goats to get rid of bridge trolls. Seemed good.
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dtgreene: DRPG is the genre that contains games like Wizardry and Bard's Tale.
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darktjm: I gathered that much from context, given the recent infusion of that term into gog's forum. Giving a few examples does not really help define the term. Given that you didn't even mention the fact that combat is vastly different between Wizardry and Grandia among your list of differences, is combat even relevant? Is it really just any RPG which emphasizes dungeon exploration over "peaceful" world exploration, as the abbreviation's apparent expansion would suggest? This is why I won't use the term: I don't know what it means. If it means what it says, it's an irrelevant distinction to me (i.e., it's way too broad a category). If it doesn't mean what it says, then the term neither uniquely nor sufficiently describes what it's meant to describe.

In any case, I think the differences between Grandia and Wizardry are so great that unless the characteristics you are describing are necessary and sufficient to be included under your term, it's not worth mentioning it, and in fact mentioning it just waters down your term. Do you really want people insisting that a few mostly irrelevant characteristics are the sole defining features of the genre (like what happened to roguelikes)?
I'm not saying that Grandia Xtreme (and I'm specifically referring to Grandia Xtreme, not the other Grandia games) is a DRPG; I'm saying that it has many similarities to the genre.

Also, for a game to be considered a DRPG to me, the criterion related to combat is that it needs to be on a separate screen, and Grandia Xtreme fits the criterion. (Also, note that combat is turn-based here; when a party member's time to enter a command comes up, combat will pause until you do so.) Note that I don't classify games like Dungeon Master, Eye of the Beholder, or LEgend of Grimrock as DRPGs (though those 3 games are definitely in the same genre as each other).
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Sachys: Heard about one where you use goats to get rid of bridge trolls. Seemed good.
yes thats probably the best system
I was a master crafter in EQ1 which took a long time to accomplish.
I like tedious and difficult gathering and crafting systems because the rewards are great since most people give up as they lack the discipline, expecting instant gratification.

The best crafting system I experienced was in Horizons, now known as Istaria.
Istaria is nothing like Horizons so I don't recommend it now. The game appears to be owned and operated by a private group who try to control all behavior in the game world regardless of whether you are violating written rules.

Originally though, besides crafting weapons, armor, potions, specialty food and drink, accessories; there were community build projects such as bridges to access new lands and towns with security projects. Also, the housing system was vibrant with non-instanced homes and retail shops built with the purchase of land.

Eve Online was mentioned but Eve Online is permanently flawed because in the early days rare minerals were abundant Its never a good idea to change the mechanics of a MMO which either dummies down effort or disadvantages later arrival players. Also, there was controversy about valuable blueprints being unfairly awarded to insiders.
Hmmm best crafting.

Well a crafting system is merely taking product(s) and turning them into other products. So how complex do you need it to be? And does it need to have a time period where you can't do anything until it's made? Zy-El also had a limited crafting system, taking food and/or meat to make potions.

Other than the lack of how many of said item you wanted to make, Skyrim was competent enough, otherwise you need an auto-clicker to make/enhance a ton of items at once mostly to boost your skill level.

Actually thinking on Ar Tonelico and others it literally is the same except the GUI layout is different.

What i've seen of Minecraft you have to make shapes from said materials to say what you wanted to make, so that is different, though annoying unless you've memorized what does what.

I don't know. Not being overwhelmed but having options enough to keep you happy and/or upgrade your items should be sufficient...
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Jorev: I was a master crafter in EQ1 which took a long time to accomplish.
I like tedious and difficult gathering and crafting systems because the rewards are great since most people give up as they lack the discipline, expecting instant gratification.

The best crafting system I experienced was in Horizons, now known as Istaria.
Istaria is nothing like Horizons so I don't recommend it now. The game appears to be owned and operated by a private group who try to control all behavior in the game world regardless of whether you are violating written rules.

Originally though, besides crafting weapons, armor, potions, specialty food and drink, accessories; there were community build projects such as bridges to access new lands and towns with security projects. Also, the housing system was vibrant with non-instanced homes and retail shops built with the purchase of land.

Eve Online was mentioned but Eve Online is permanently flawed because in the early days rare minerals were abundant Its never a good idea to change the mechanics of a MMO which either dummies down effort or disadvantages later arrival players. Also, there was controversy about valuable blueprints being unfairly awarded to insiders.
Good if you need dedication to achieve unique level crafting where only a few reach that level except if that makes the others impossible to compete in nearly everything.

Those community projects sounds fun , havent seen anything like that in the mmos ive played,if I dont count corpo projects from Eve Online.
Agree with that games shouldnt be harder or features locked out for newer players , that is just so unfair. Yes I remember most bpo-s were in a hands of a few close ones before they let npcs sell unlimited numbers of them.
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Orkhepaj: what is its crafting system like?
Sorry about the late answer.

The crafting system in A Tale in he Desert is pretty archaic yet complex enough to be interesting. Visually speaking, the game is not very engaging and nothing really looks outstanding. You perform actions by right clicking and using contextual menus and sub-menus. Navigating through all those menus can be overwhelming and requires a lot of patience, so definitely not a game for you if you prefer a fast-paced game.

Your character has attributes (str, dex, sta, etc) that help you craft more efficiently, depending on your attribute level and what you craft. You raise your attributes by completing tasks (which appear in your journal). You start out by collecting sand, grass, wood, thorns, slates etc... Use the crafting stations, that are spread out all around, to meet your goals. The more tasks you complete, the more talent points you earn. Spend those points to learn a specialization. And that's where things get serious.

Among those specializations you have the usual that you find in a lot of games, such as cook, smith, carpenter etc but also things like naturalist, architect, priest, vintner (wine fermenting) and more.
You can also learn technologies by joining universities. There are 6 universities where you can learn glassblowing, crystal acoustics, goldwork, taxidermy, botany, perfuming, beekeeping and the list goes on.