Well, actually the title says it all.
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In almost every case this crafting is connected with extreme busy work aka the constant and neverending collection of herbs, metals and animal hides.
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I can hardly believe that many people find a crafting and collecting system like that enjoyable in a story-driven SP RPG. There is something fundamentally wrong with your game design if the player is (even forced to be) more concerned with collection pointless junk to make more pointless junk than with following the story and "real" exploration.
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Imho the "modern" way of extensive crafting and collecting ingredients is a direct result from MMORPGs. The problem is that they make much more sense in online games. One core element of online games is making yourself "individual".
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That doesn't mean that crafing has to be cut for good. There are still ways of implementing crafting in a meaningful way. For example there could be really well hidden special pieces you could find in the world or collect from dangerous enemies that you could give to a specialist to craft special items for you. That way crafting and collecting ingredients is meaningful and not something you are kind of forced to do literally all the time.
Finally caught up with this thread and I reckon most of its been covered from all our wide ranging personal gamer PoV's, interesting how we all wish for something slightly different from eachother eh, but let me draw attention to the fact that most peoples perceived downside of crafting in RPGs is the collecting side of things, and the apparent need for a warehouse full of a material to make the smallest item (yes TW2 was guilty of this, and a valid argument could be made that aspect arises from MMO's, though less for individualism and more for the inherent time-sinking & the effort spent -> reward equation).
Tw2 though also had moments like suggested above where a particular item needs brought to a specialist maker (Kayran Trap) so such history assures me the REDs have been considering this sort of thing longer & deeper than most of us. Geralt making armours seems a tad curious but not out of the realms of possibility since armour affects fighting style and no one fights like Witchers so conceivably no one could be trusted to make armour right for them.
I was happy with the system in TW2, like most I sometimes got frustrated collecting but not always, since I would play the game differently each time - something I couldn't do to anywhere near the same degree if things like this were removed - but I certainly don't support this thread titles rather extreme position. I recognise that we don't all play the same or want the same thing from a game like this, sure
I don't want the same thing everytime I play myself, RPGs should not be one size fits all and I for one will stand up and applaud the addition of systems others enjoy that don't particularly interest me, because everything like that adds breadth to the gameplay.
There are other issues involved in
the professional field of game design that someone without learning or experience in said field should be cautious about criticising or dismissing, I know I'd be careful of making absolutist claims based on my limited knowledge of say aeronautical engineering. But surely we are all aware, for instance, that loot can be used to draw the player to locations, as an occasional alternative to direct quest direction. I know there are various theories of game design, I know they can be mixed & matched, ignored, or replaced by new ideas. Personally I want more of these things in my RPGs, leave the on rails same experience for everyone for the mainstream crowd pleaser games.
Alchemy, pots & la bombas however, absolutely should be the domain of Geralt, and the REDs can make it as complex as they wish as far as I'm concerned. But I'm sure we have had snippets of info regarding crafting now & then from which we can infer they are trying to strike a
balance, a balance between the desires of a multitude of different gamers, who are thankfully not all the same, 'cos wouldn't that be effing tedious !
I think there may be a post from GingerEffect somewhere directly on this topic, but the following is a wise pronouncement and an applicable generalisation of the subject that those concerned - at this rather late date - should seriously ponder:
One thing that I can safely take away from my, now 25 years of RPG experience (holy damn, I am old -.-), is that roleplayers are just as varied in their likes and dislikes, preferences and quirks as any other group of people. There are roleplayers who prefer to be handheld through a story, they just want to have an interactive adventure where they choose the outcome in dialogs (I am not even talking CRPG here). There are roleplayers who don't want to make decisions, they just want to follow the DM's lead. There are roleplayers who want to be able to do everything perfectly and there are roleplayers who want to fail and hundreds and hundreds of types more.
So once again, a standardized approach to something like an RPG is, in my humble opinion, not the answer. When it comes to something as intriguing, complex and interwoven as the Witcher, we cannot apply a simple formula and use it at every given moment. Again, as I said before, we aim to create an experience that fits the world, fits the character and fits the community's expectations of The Witcher. To do that, we need to do more than apply a standard set of rules to any given situation we want to portray.
Plus I agree with the following comment and in Blos' analysis of the reductive trend in modern gaming, anyone who doesn't realise the contribution to the genre from
Ultima really should check out this short retrospective. It'll add perspective, which is always good to have.
Have to add once again that Ultima is nothing like Skyrim, the Elder Scrolls were based off the Underworlds, not Ultima. They're miles apart.
TL ; DR : I kinda miss the
romance cards... not for the reasons you might immediately jump to, rather I appreciate things that aren't like the others