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Original post by Kest
What about simulation-like experiences? One could say The Sims is like one big crafting system, since a large part of the player's objective is to build a house and family. The same is true with the Sim City series, where the player lays out zones in a completely custom fashion that is not regulated or limited in any way by the game designer (other than tile blocks).
Would it not be possible to create smaller-scale crafting systems that function in this manner? Think of a city in Sim City as a circuit board that produces electrical energy power instead of sim tax money. The power could be supplied to some weapon or equipment to boost it's effectiveness. Just as there's no clear optimal way to build a city in Sim City, there would be no clear optimal way to create this power circuit item. A player could experiment to find totally original methods of producing power. Some circuits might maintain a consistent output rate, where others would be better at producing large amounts, periodically.
Would something like this be considered crafting? I suppose the player could still be charged with obtaining gadgets and artifacts to attach to the circuit board (like individual buildings in the city) that have certain effects on it.
Ho ho! I would love to play such a system. For one thing, the state of your machine/equipment would actually be dynamic and require constant interaction rather than static like we see in many crafting systems in games.
This also reminds me of that Dungeons & Dragons RTS game Dragonshard where your building placements within your cities produce certain bonuses depending on how you arrange them.
Now if one could similarly apply that dynamism to a fantasy-genre game (some sort of magical item crafting system), that would definitely be pretty cool.
I could also imagine this be used for some sort of organic-building tech (like a body-building game or a life-form creator) as the state of organics are always fluctuating.
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Original post by Kest
Have there been crafting systems that allow the player to artistically design something that influences the gameplay? If so, how does one maintain balance with it? Or are most of them just artificial gimmicks that influence appearance and atmospheric elements?
Well I don't know if this counts as crafting in the sense of creating a tunic +1 or etc, but Little Big Planet does have some sort of form = function mechanic in their crafting system (in that game, you're crafting objects and props to which could allow you to build simple machines for fun or to achieve some sort of objective such as overcoming an obstacle). And to craft in that game, you select stock shapes or objects from a pop-up catalog to which you can put together to achieve various results.