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	<updated>2026-05-07T13:33:54Z</updated>
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		<id>https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=84</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=84"/>
		<updated>2024-07-29T00:55:07Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Removed Scholarly Source, How to use this wiki. Added How to help. Modified Pillars slightly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to the Game Mechanics Wiki&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
==== What is this? ====&lt;br /&gt;
Well, it is a wiki where we research, inspect, play with, and analyze different game mechanics. The goal is to have a comprehensive list of mechanics, how to use them, design considerations, examples by other games, and different implementation methods&lt;br /&gt;
&lt;br /&gt;
==== What is a &amp;quot;Game Mechanic&amp;quot;? ====&lt;br /&gt;
A game mechanic is anything that allows the player to interact with the game and game environment. They are the rules that the game follows and they define the experience that the player has. Mechanics can be implemented differently and are different from game to game. For example, crafting in Minecraft and Far Cry Primal are different but they both outline the experience the player has.&lt;br /&gt;
&lt;br /&gt;
==== The Pillars of Game Mechanics ====&lt;br /&gt;
There are 5 Pillars of Game Mechanics:&lt;br /&gt;
&lt;br /&gt;
# [[Environment]] - How the player can interact and experience the world that has been created for them. &lt;br /&gt;
# [[PC|Player Character]] - The players &amp;quot;interface&amp;quot; with interacting with the world. This is how the player is able to do different things within the world&lt;br /&gt;
# [[NPC|Non-playable Characters]] - Other characters the player can interact with that isn&#039;t able to be controlled by the character and how they behave with the environment&lt;br /&gt;
# [[Combat]] - The way the player can attack NPCs&lt;br /&gt;
# [[Meta|Meta-mechanics]] - Mechanics that aren&#039;t directly related to how the player can interact with the world, but affect how the player might play the game.&lt;br /&gt;
&lt;br /&gt;
As July 16th, 2024, this is the current planned layout, with [[Environment/Crafting|crafting]] being the only one completed. You can click the image to view a higher quality version.&lt;br /&gt;
[[File:20240716 map.png|center|frameless|887x887px|July 16th, 2024]]&lt;br /&gt;
&lt;br /&gt;
==== How can I help? ====&lt;br /&gt;
If you want to be a writer: send an email to &#039;&#039;&#039;chase@astralmyst.com&#039;&#039;&#039; with a short description on why you want to help.&lt;br /&gt;
&lt;br /&gt;
If you want to help pay for our servers: donate a few bucks to us on [https://ko-fi.com/astralmyst Ko-Fi].&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=83</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=83"/>
		<updated>2024-07-29T00:32:53Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=82</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=82"/>
		<updated>2024-07-29T00:29:41Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** https://ko-fi.com/astralmyst |Donate&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=81</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=81"/>
		<updated>2024-07-29T00:29:09Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** https://ko-fi.com/astralmyst|Donate&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=80</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Sidebar&amp;diff=80"/>
		<updated>2024-07-29T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created page with &amp;quot; * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** randompage-url|randompage ** helppage|help-mediawiki ** Donate|https://ko-fi.com/astralmyst * SEARCH * TOOLBOX * LANGUAGES&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** Donate|https://ko-fi.com/astralmyst&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=79</id>
		<title>MediaWiki:Citizen-footer-tagline</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=79"/>
		<updated>2024-07-29T00:24:51Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=78</id>
		<title>MediaWiki:Citizen-footer-tagline</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen-footer-tagline&amp;diff=78"/>
		<updated>2024-07-29T00:24:12Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;a href=&#039;https://ko-fi.com/K3K0113P11&#039; target=&#039;_blank&#039;&amp;gt;&amp;lt;img height=&#039;36&#039; style=&#039;border:0px;height:36px;&#039; src=&#039;https://storage.ko-fi.com/cdn/kofi3.png?v=3&#039; border=&#039;0&#039; alt=&#039;Buy Me a Coffee at ko-fi.com&#039; /&amp;gt;&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen.js&amp;diff=77</id>
		<title>MediaWiki:Citizen.js</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen.js&amp;diff=77"/>
		<updated>2024-07-28T22:40:55Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All JavaScript here will be loaded for users of the Citizen skin */&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen.js&amp;diff=76</id>
		<title>MediaWiki:Citizen.js</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Citizen.js&amp;diff=76"/>
		<updated>2024-07-28T22:39:39Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created page with &amp;quot;/* All JavaScript here will be loaded for users of the Citizen skin */  &amp;lt;script src=&amp;#039;https://storage.ko-fi.com/cdn/scripts/overlay-widget.js&amp;#039;&amp;gt;&amp;lt;/script&amp;gt; &amp;lt;script&amp;gt;   kofiWidgetOverlay.draw(&amp;#039;astralmyst&amp;#039;, {     &amp;#039;type&amp;#039;: &amp;#039;floating-chat&amp;#039;,     &amp;#039;floating-chat.donateButton.text&amp;#039;: &amp;#039;Support Us&amp;#039;,     &amp;#039;floating-chat.donateButton.background-color&amp;#039;: &amp;#039;#794bc4&amp;#039;,     &amp;#039;floating-chat.donateButton.text-color&amp;#039;: &amp;#039;#fff&amp;#039;   }); &amp;lt;/script&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All JavaScript here will be loaded for users of the Citizen skin */&lt;br /&gt;
&lt;br /&gt;
&amp;lt;script src=&#039;https://storage.ko-fi.com/cdn/scripts/overlay-widget.js&#039;&amp;gt;&amp;lt;/script&amp;gt;&lt;br /&gt;
&amp;lt;script&amp;gt;&lt;br /&gt;
  kofiWidgetOverlay.draw(&#039;astralmyst&#039;, {&lt;br /&gt;
    &#039;type&#039;: &#039;floating-chat&#039;,&lt;br /&gt;
    &#039;floating-chat.donateButton.text&#039;: &#039;Support Us&#039;,&lt;br /&gt;
    &#039;floating-chat.donateButton.background-color&#039;: &#039;#794bc4&#039;,&lt;br /&gt;
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  });&lt;br /&gt;
&amp;lt;/script&amp;gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=75</id>
		<title>Meta/Accessibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=75"/>
		<updated>2024-07-26T00:03:16Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
Games are for everyone.  It is important to design games that everyone can play, regardless of disability. It is very easy to forget to design for disability or to design something the wrong way. Different designs might account for mobility issues, vision issues, or hearing issues.&lt;br /&gt;
&lt;br /&gt;
There are a lot of disabilities that don&#039;t necessarily fall into &amp;quot;Mobility&amp;quot;, &amp;quot;Vision&amp;quot;, or &amp;quot;Hearing&amp;quot;, but still affect them. One example would be the ADHD/Autism family of disorders. They don&#039;t cause hearing issues, directly, however, they might make it harder to process audio cues quickly.&lt;br /&gt;
&lt;br /&gt;
=== Designing for Disability ===&lt;br /&gt;
&lt;br /&gt;
==== Vision ====&lt;br /&gt;
&lt;br /&gt;
===== Low Vision =====&lt;br /&gt;
&lt;br /&gt;
===== Color-blindness =====&lt;br /&gt;
&lt;br /&gt;
===== Photosensitivity =====&lt;br /&gt;
&lt;br /&gt;
==== Hearing ====&lt;br /&gt;
&lt;br /&gt;
===== Hard-of-hearing =====&lt;br /&gt;
&lt;br /&gt;
===== Deafness =====&lt;br /&gt;
&lt;br /&gt;
===== Auditory Processing Issues =====&lt;br /&gt;
&lt;br /&gt;
===== Non-verbal =====&lt;br /&gt;
&lt;br /&gt;
==== Mobility ====&lt;br /&gt;
&lt;br /&gt;
==== Memory ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=74</id>
		<title>Meta/Accessibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=74"/>
		<updated>2024-07-24T02:57:18Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
Games are for everyone.  It is important to design games that everyone can play, regardless of disability. It is very easy to forget to design for disability or to design something the wrong way. Different designs might account for mobility issues, vision issues, or hearing issues.&lt;br /&gt;
&lt;br /&gt;
There are a lot of disabilities that don&#039;t necessarily fall into &amp;quot;Mobility&amp;quot;, &amp;quot;Vision&amp;quot;, or &amp;quot;Hearing&amp;quot;, but still affect them. One example would be the ADHD/Autism family of disorders. They don&#039;t cause hearing issues, directly, however, they might make it harder to process audio cues quickly.&lt;br /&gt;
&lt;br /&gt;
=== Designing for Disability ===&lt;br /&gt;
&lt;br /&gt;
==== Vision ====&lt;br /&gt;
&lt;br /&gt;
===== Low Vision =====&lt;br /&gt;
&lt;br /&gt;
===== Color-blindness =====&lt;br /&gt;
&lt;br /&gt;
===== Photosensitivity =====&lt;br /&gt;
&lt;br /&gt;
==== Hearing ====&lt;br /&gt;
&lt;br /&gt;
===== Hard-of-hearing =====&lt;br /&gt;
&lt;br /&gt;
===== Deafness =====&lt;br /&gt;
&lt;br /&gt;
===== Auditory Processing Issues =====&lt;br /&gt;
&lt;br /&gt;
==== Mobility ====&lt;br /&gt;
&lt;br /&gt;
==== Memory ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=73</id>
		<title>Meta/Accessibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Meta/Accessibility&amp;diff=73"/>
		<updated>2024-07-23T23:24:43Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Accessibility&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Meta&amp;diff=72</id>
		<title>Meta</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Meta&amp;diff=72"/>
		<updated>2024-07-23T23:23:37Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Meta&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=PC/Health&amp;diff=71</id>
		<title>PC/Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=PC/Health&amp;diff=71"/>
		<updated>2024-07-18T01:36:51Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is to describe the health systems of the player character.&lt;br /&gt;
[[File:Halo Healthpack.webp|center|frameless|halo health]]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=File:Halo_Healthpack.webp&amp;diff=70</id>
		<title>File:Halo Healthpack.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=File:Halo_Healthpack.webp&amp;diff=70"/>
		<updated>2024-07-18T01:06:40Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Halo Health pack&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment&amp;diff=69</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment&amp;diff=69"/>
		<updated>2024-07-17T01:16:52Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Environment stuff&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=68</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=68"/>
		<updated>2024-07-17T01:04:10Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added The Pillars of Mechanics section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to the Game Mechanics Wiki by AstralMyst Creations.&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
==== What is this? ====&lt;br /&gt;
Well, it is a wiki where we research, inspect, play with, and analyze different game mechanics. The goal is to have a comprehensive list of mechanics, how to use them, design considerations, examples by other games, and different implementation methods&lt;br /&gt;
&lt;br /&gt;
==== What is a &amp;quot;Game Mechanic&amp;quot;? ====&lt;br /&gt;
A game mechanic is anything that allows the player to interact with the game and game environment. They are the rules that the game follows and they define the experience that the player has. Mechanics can be implemented differently and are different from game to game. For example, crafting in Minecraft and Far Cry Primal are different but they both outline the experience the player has.&lt;br /&gt;
&lt;br /&gt;
==== The Pillars of Game Mechanics ====&lt;br /&gt;
So far, I have mechanics organized into 5 pillars.&lt;br /&gt;
&lt;br /&gt;
# [[Environment]] - How the player can interact and experience the world that has been created for them. &lt;br /&gt;
# [[PC|Player Character]] - The players &amp;quot;interface&amp;quot; with interacting with the world. This is how the player is able to do different things within the world&lt;br /&gt;
# [[NPC|Non-playable Characters]] - Other characters the player can interact with that isn&#039;t able to be controlled by the character and how they behave with the environment&lt;br /&gt;
# [[Combat]] - The way the player can attack NPCs&lt;br /&gt;
# [[Meta|Meta-mechanics]] - Mechanics that aren&#039;t directly related to how the player can interact with the world, but affect how the player might play the game.&lt;br /&gt;
&lt;br /&gt;
As July 16th, 2024, this is the current planned layout, with [[Environment/Crafting|crafting]] being the only one completed. You can click the image to view a higher quality version.&lt;br /&gt;
[[File:20240716 map.png|center|frameless|887x887px|July 16th, 2024]]&lt;br /&gt;
&lt;br /&gt;
==== How do I use the wiki? ====&lt;br /&gt;
Just search for a mechanic, and read up on it. This is still in early alpha and a lot of work needs to be done, however we plan on making it easy to use.&lt;br /&gt;
&lt;br /&gt;
As of right now, I haven&#039;t been able to get Elastic search working, so in the meantime, here&#039;s a [[Meta Table of Contents]]&lt;br /&gt;
&lt;br /&gt;
If you are curious about what format I use to cite my sources, I have a metawiki page here: [[Game Mechanics:Citations]]&lt;br /&gt;
&lt;br /&gt;
If you are curious about the slahes &amp;quot;/&amp;quot; in some page names, that is because I am building this wiki utilizing subpages. One page might contain an overview of a topic, but the subpage will go in depth. If a page has subpages, that information will be stated at the top of the page&lt;br /&gt;
&lt;br /&gt;
==== How can I help? ====&lt;br /&gt;
Currently, we are not allowing outside sources to help with this project. If you are interested in helping, have an idea for a page, or want to submit research (and credit will be given), contact us at wiki@astralmyst.com, or visit www.astralmyst.com and fill out our Contact Us form; and we will get back to you.&lt;br /&gt;
&lt;br /&gt;
==== Can I use this as a scholarly source? ====&lt;br /&gt;
Yes, you can. We try to keep all information up-to-date, and currently is maintained by a small team of researchers. Some professors don&#039;t allow anthological sources, and I would urge you to have them reconsider this wiki; emailing us, if necessary. We also have the Cite This Page plugin enabled, so if you click on the 3 dots in the top right, you will see a Cite This Page option, which will give you the proper citations for different formats, as well as a direct link to that specific revision of that page.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=File:20240716_map.png&amp;diff=67</id>
		<title>File:20240716 map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=File:20240716_map.png&amp;diff=67"/>
		<updated>2024-07-17T01:00:33Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Layout of the plan of the wiki as of July 16th, 2024&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=66</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=66"/>
		<updated>2024-07-15T17:57:01Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: subpage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to the Game Mechanics Wiki by AstralMyst Creations.&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
==== What is this? ====&lt;br /&gt;
Well, it is a wiki where we research, inspect, play with, and analyze different game mechanics. The goal is to have a comprehensive list of mechanics, how to use them, design considerations, examples by other games, and different implementation methods&lt;br /&gt;
&lt;br /&gt;
==== What is a &amp;quot;Game Mechanic&amp;quot;? ====&lt;br /&gt;
A game mechanic is anything that allows the player to interact with the game and game environment. They are the rules that the game follows and they define the experience that the player has. Mechanics can be implemented differently and are different from game to game. For example, crafting in Minecraft and Far Cry Primal are different but they both outline the experience the player has.&lt;br /&gt;
&lt;br /&gt;
==== How do I use the wiki? ====&lt;br /&gt;
Just search for a mechanic, and read up on it. This is still in early alpha and a lot of work needs to be done, however we plan on making it easy to use.&lt;br /&gt;
&lt;br /&gt;
As of right now, I haven&#039;t been able to get Elastic search working, so in the meantime, here&#039;s a [[Meta Table of Contents]]&lt;br /&gt;
&lt;br /&gt;
If you are curious about what format I use to cite my sources, I have a metawiki page here: [[Game Mechanics:Citations]]&lt;br /&gt;
&lt;br /&gt;
If you are curious about the slahes &amp;quot;/&amp;quot; in some page names, that is because I am building this wiki utilizing subpages. One page might contain an overview of a topic, but the subpage will go in depth. If a page has subpages, that information will be stated at the top of the page&lt;br /&gt;
&lt;br /&gt;
==== How can I help? ====&lt;br /&gt;
Currently, we are not allowing outside sources to help with this project. If you are interested in helping, have an idea for a page, or want to submit research (and credit will be given), contact us at wiki@astralmyst.com, or visit www.astralmyst.com and fill out our Contact Us form; and we will get back to you.&lt;br /&gt;
&lt;br /&gt;
==== Can I use this as a scholarly source? ====&lt;br /&gt;
Yes, you can. We try to keep all information up-to-date, and currently is maintained by a small team of researchers. Some professors don&#039;t allow anthological sources, and I would urge you to have them reconsider this wiki; emailing us, if necessary. We also have the Cite This Page plugin enabled, so if you click on the 3 dots in the top right, you will see a Cite This Page option, which will give you the proper citations for different formats, as well as a direct link to that specific revision of that page.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=65</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Main_Page&amp;diff=65"/>
		<updated>2024-07-15T17:54:55Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added Citation notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to the Game Mechanics Wiki by AstralMyst Creations.&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
==== What is this? ====&lt;br /&gt;
Well, it is a wiki where we research, inspect, play with, and analyze different game mechanics. The goal is to have a comprehensive list of mechanics, how to use them, design considerations, examples by other games, and different implementation methods&lt;br /&gt;
&lt;br /&gt;
==== What is a &amp;quot;Game Mechanic&amp;quot;? ====&lt;br /&gt;
A game mechanic is anything that allows the player to interact with the game and game environment. They are the rules that the game follows and they define the experience that the player has. Mechanics can be implemented differently and are different from game to game. For example, crafting in Minecraft and Far Cry Primal are different but they both outline the experience the player has.&lt;br /&gt;
&lt;br /&gt;
==== How do I use the wiki? ====&lt;br /&gt;
Just search for a mechanic, and read up on it. This is still in early alpha and a lot of work needs to be done, however we plan on making it easy to use.&lt;br /&gt;
&lt;br /&gt;
As of right now, I haven&#039;t been able to get Elastic search working, so in the meantime, here&#039;s a [[Meta Table of Contents]]&lt;br /&gt;
&lt;br /&gt;
If you are curious about what format I use to cite my sources, I have a metawiki page here: [[Game Mechanics:Citations]]&lt;br /&gt;
&lt;br /&gt;
==== How can I help? ====&lt;br /&gt;
Currently, we are not allowing outside sources to help with this project. If you are interested in helping, have an idea for a page, or want to submit research (and credit will be given), contact us at wiki@astralmyst.com, or visit www.astralmyst.com and fill out our Contact Us form; and we will get back to you.&lt;br /&gt;
&lt;br /&gt;
==== Can I use this as a scholarly source? ====&lt;br /&gt;
Yes, you can. We try to keep all information up-to-date, and currently is maintained by a small team of researchers. Some professors don&#039;t allow anthological sources, and I would urge you to have them reconsider this wiki; emailing us, if necessary. We also have the Cite This Page plugin enabled, so if you click on the 3 dots in the top right, you will see a Cite This Page option, which will give you the proper citations for different formats, as well as a direct link to that specific revision of that page.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=64</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=64"/>
		<updated>2024-07-15T01:58:39Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added the sections about MHW, Terraria, and Warframe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that cannot stand on its own. It is a mechanic that the player can use to help progress the story.  The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific material and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Terraria&#039;&#039; and &#039;&#039;Monster Hunter: World&#039;&#039; arguably have some of the best crafting mechanics. &#039;&#039;Terraria&#039;&#039; doesn&#039;t use skill trees, levels, points, etc. The crafting system is solely based on progression through the game, there&#039;s above-ground loot, below-ground loot, enemy drops, etc., and everything is uniquely named. It has a large crafting system and the player is in control. &#039;&#039;Monster Hunter: World&#039;&#039; has an &amp;lt;u&amp;gt;amazin&amp;lt;/u&amp;gt;g progression tree for armor and weapons based on loot from monsters that the player kills. The progression makes sense, is in line with the story, and isn&#039;t restrictive. Both games have one, very minor, flaw. In &#039;&#039;Terraria&#039;&#039;, crafting a legendary item feels the same as crafting a basic item. There is no special animation or sound effect. In &#039;&#039;Monster Hunter: World&#039;&#039;, the player doesn&#039;t actually craft weapons or armor. They put in an order and the blacksmiths make it. As far as the feel goes, the blacksmiths always look disappointed in the character, even if its high-level equipment. Also, it&#039;s disheartening to the player to have blacksmiths do all of the crafting. As Noia Dev says in their video, &amp;quot;If anyone is going to craft a weapon called Demonlord Hellfists, it&#039;s going to be me&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A game that gets a lot of hate for their crafting system is &#039;&#039;Warframe&#039;&#039;. To try to convince players to pay real-life money for their in-game premium currency, &#039;&#039;Warframe&#039;&#039; has timers in their crafting system. Some are 60 seconds. Others are 3 real-life days. To put it into perspective, players will spend real-life weeks collecting all of these resources to craft this item they need, just to have it make them wait 72 hours for it to craft. Developers need to make money, but there are better ways to encourage a premium currency that doesn&#039;t push players away from your game.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons is rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
Not all crafting has to be from gathering resources. You can make crafting more difficult by requiring the player to master multiple different aspects of the game. You can section resources off by requiring them to be purchased from the shop, from killing different kinds of NPCs, foraging, mining, panning in a water source, fishing, etc. You can make any other mechanic a source of specific types of resources for crafting.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/379720/DOOM/ &amp;lt;small&amp;gt;&#039;&#039;Doom&#039;&#039; (id Software/Bethesda Softworks 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.ubi.com/us/game?pid=56c494ad88a7e3b4508b4567 &amp;lt;small&amp;gt;&#039;&#039;Far Cry: Primal&#039;&#039; (Ubisoft 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/ghost-of-tsushima/ &amp;lt;small&amp;gt;&#039;&#039;Ghost of Tsushima&#039;&#039; (Sucker Punch Productions/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/550/Left_4_Dead_2/ &amp;lt;small&amp;gt;&#039;&#039;Left 4 Dead 2&#039;&#039; (Valve 2009)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.minecraft.net/ &amp;lt;small&amp;gt;&#039;&#039;Minecraft&#039;&#039;, Java Edition (Mojang 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.monsterhunter.com/world/ &amp;lt;small&amp;gt;&#039;&#039;Monster Hunter: World&#039;&#039; (Capcom 2018)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/ &amp;lt;small&amp;gt;&#039;&#039;Potion Craft: Alchemist Simulator&#039;&#039; (Niceplay Games/TinyBuild 2021)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/413150/Stardew_Valley/ &amp;lt;small&amp;gt;&#039;&#039;Stardew Valley&#039;&#039; (ConcernedApe 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/264710/Subnautica/ &amp;lt;small&amp;gt;&#039;&#039;Subnautica&#039;&#039; (Unknown Worlds Entertainment 2018)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://terraria.org/ &amp;lt;small&amp;gt;&#039;&#039;Terraria&#039;&#039; (Re-Logic 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/ &amp;lt;small&amp;gt;&#039;&#039;The Elder Scrolls V: Skyrim&#039;&#039; (Bethesda Game Studios/Bethesda Softworks 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/the-last-of-us-part-ii/ &amp;lt;small&amp;gt;&#039;&#039;The Last of Us Part II&#039;&#039; (Naughty Dog/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.warframe.com/ &amp;lt;small&amp;gt;&#039;&#039;Warframe&#039;&#039; (Digital Extremes 2013)&amp;lt;/small&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=Nj7EaryBgak Building Better Crafting Systems (Adam Millard - The Architect of Games 2021&#039;&#039;&#039;)&#039;&#039;&#039;]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=np9IGvSAgIM Crafting Is (Kinda) Pointless (Razbuten 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* [https://www.youtube.com/watch?v=k-WQtwb0Unc &amp;lt;small&amp;gt;Designing the perfect crafting system for MMORPGs (Noia Dev 2023)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/ Ghost Of Tsushima Crafting Resource Guide: What Each Item Upgrades And Where To Get Them (GameSpot 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://steamcharts.com/app/550 Left 4 Dead 2 (SteamCharts, accessed July 2024)]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=MediaWiki:Cookiewarning-info&amp;diff=63</id>
		<title>MediaWiki:Cookiewarning-info</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=MediaWiki:Cookiewarning-info&amp;diff=63"/>
		<updated>2024-07-15T00:53:06Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created page with &amp;quot;We have Google Analytics set up only to see what content users are searching for and reading. We are only tracking Page Views, Scrolls to the bottom of the page, and Searches make on the site. We also have it set to redact user email addresses from events.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We have Google Analytics set up only to see what content users are searching for and reading. We are only tracking Page Views, Scrolls to the bottom of the page, and Searches make on the site. We also have it set to redact user email addresses from events.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=62</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=62"/>
		<updated>2024-07-14T03:22:55Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated Sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that cannot stand on its own. It is a mechanic that the player can use to help progress the story.  The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific material and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons is rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
Not all crafting has to be from gathering resources. You can make crafting more difficult by requiring the player to master multiple different aspects of the game. You can section resources off by requiring them to be purchased from the shop, from killing different kinds of NPCs, foraging, mining, panning in a water source, fishing, etc. You can make any other mechanic a source of specific types of resources for crafting.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/379720/DOOM/ &amp;lt;small&amp;gt;&#039;&#039;Doom&#039;&#039; (id Software/Bethesda Softworks 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.ubi.com/us/game?pid=56c494ad88a7e3b4508b4567 &amp;lt;small&amp;gt;&#039;&#039;Far Cry: Primal&#039;&#039; (Ubisoft 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/ghost-of-tsushima/ &amp;lt;small&amp;gt;&#039;&#039;Ghost of Tsushima&#039;&#039; (Sucker Punch Productions/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/550/Left_4_Dead_2/ &amp;lt;small&amp;gt;&#039;&#039;Left 4 Dead 2&#039;&#039; (Valve 2009)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.minecraft.net/ &amp;lt;small&amp;gt;&#039;&#039;Minecraft&#039;&#039;, Java Edition (Mojang 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/ &amp;lt;small&amp;gt;&#039;&#039;Potion Craft: Alchemist Simulator&#039;&#039; (Niceplay Games/TinyBuild 2021)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/413150/Stardew_Valley/ &amp;lt;small&amp;gt;&#039;&#039;Stardew Valley&#039;&#039; (ConcernedApe 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/264710/Subnautica/ &amp;lt;small&amp;gt;&#039;&#039;Subnautica&#039;&#039; (Unknown Worlds Entertainment 2018)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/ &amp;lt;small&amp;gt;&#039;&#039;The Elder Scrolls V: Skyrim&#039;&#039; (Bethesda Game Studios/Bethesda Softworks 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/the-last-of-us-part-ii/ &amp;lt;small&amp;gt;&#039;&#039;The Last of Us Part II&#039;&#039; (Naughty Dog/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=Nj7EaryBgak Building Better Crafting Systems (Adam Millard - The Architect of Games 2021&#039;&#039;&#039;)&#039;&#039;&#039;]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=np9IGvSAgIM Crafting Is (Kinda) Pointless (Razbuten 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* [https://www.youtube.com/watch?v=k-WQtwb0Unc &amp;lt;small&amp;gt;Designing the perfect crafting system for MMORPGs (Noia Dev 2023)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/ Ghost Of Tsushima Crafting Resource Guide: What Each Item Upgrades And Where To Get Them (GameSpot 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://steamcharts.com/app/550 Left 4 Dead 2 (SteamCharts, accessed July 2024)]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment&amp;diff=61</id>
		<title>Environment</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment&amp;diff=61"/>
		<updated>2024-07-14T03:17:17Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Environment stuff&lt;br /&gt;
&lt;br /&gt;
[/Crafting]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=60</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=60"/>
		<updated>2024-07-14T03:12:35Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added information for Videos and Articles, also added formatting notes to the Games section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
=== For Games: ===&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
: Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
==== Details: ====&lt;br /&gt;
: The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
: The citation will be embedded with the hyperlink to the game website or store page.&lt;br /&gt;
: Citations will be &amp;quot;paragraph&amp;quot; text with the &amp;quot;small&amp;quot; modifier, in a bulleted list&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Game:&#039;&#039;&#039; The title of the video game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Edition:&#039;&#039;&#039; The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Developer[/Publisher]:&#039;&#039;&#039; The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If : they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Year:&#039;&#039;&#039; The year the game was released.&lt;br /&gt;
&lt;br /&gt;
==== Examples: ====&lt;br /&gt;
: [https://store.steampowered.com/app/550/Left_4_Dead_2/ Left 4 Dead 2 (Valve 2009)]&lt;br /&gt;
&lt;br /&gt;
: [https://www.minecraft.net/ Minecraft, Java Edition (Mojang 2011)]&lt;br /&gt;
&lt;br /&gt;
: [https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/ Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== For Videos: ===&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
: Name of Video (Name of Channel Year)&lt;br /&gt;
&lt;br /&gt;
==== Details: ====&lt;br /&gt;
: The order of the citations will be in alphabetical order by the name of the video.&lt;br /&gt;
: The citation will be embedded with the hyperlink to the video&lt;br /&gt;
: Citations will be &amp;quot;paragraph&amp;quot; text with the &amp;quot;small&amp;quot; modifier, in a bulleted list&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Video:&#039;&#039;&#039; The name of the video.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Channel:&#039;&#039;&#039; The name of the channel that posted the video&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Year:&#039;&#039;&#039; The year the video was posted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example: ====&lt;br /&gt;
: [https://www.youtube.com/watch?v=np9IGvSAgIM Crafting Is (Kinda) Pointless (Razbuten 2020)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== For Articles: ===&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
: Name of Article (Name of Publication Year)&lt;br /&gt;
: Name of Article (Name of Publication, accessed Month Year)&lt;br /&gt;
&lt;br /&gt;
==== Details: ====&lt;br /&gt;
: The order of the citations will be in alphabetical order by the name of the article.&lt;br /&gt;
: The citation will be embedded with the hyperlink to the article&lt;br /&gt;
: Citations will be &amp;quot;paragraph&amp;quot; text with the &amp;quot;small&amp;quot; modifier, in a bulleted list&lt;br /&gt;
: If the article is regularly updated, include the word &amp;quot;accessed&amp;quot; and the Month and Year that the information was viewed.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Article:&#039;&#039;&#039; The name of the Article.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Publication:&#039;&#039;&#039; The name of the site or publication that posted the article&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Year:&#039;&#039;&#039; The year the article was posted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Example: ====&lt;br /&gt;
: [https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/ Ghost Of Tsushima Crafting Resource Guide: What Each Item Upgrades And Where To Get Them (GameSpot 2020)]&lt;br /&gt;
: [https://steamcharts.com/app/550 Left 4 Dead 2 (SteamCharts, accessed July 2024)]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=59</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=59"/>
		<updated>2024-07-14T03:01:15Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated Media Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that cannot stand on its own. It is a mechanic that the player can use to help progress the story.  The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific material and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons is rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
Not all crafting has to be from gathering resources. You can make crafting more difficult by requiring the player to master multiple different aspects of the game. You can section resources off by requiring them to be purchased from the shop, from killing different kinds of NPCs, foraging, mining, panning in a water source, fishing, etc. You can make any other mechanic a source of specific types of resources for crafting.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/379720/DOOM/ &amp;lt;small&amp;gt;&#039;&#039;Doom&#039;&#039; (id Software/Bethesda Softworks 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.ubi.com/us/game?pid=56c494ad88a7e3b4508b4567 &amp;lt;small&amp;gt;&#039;&#039;Far Cry: Primal&#039;&#039; (Ubisoft 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/ghost-of-tsushima/ &amp;lt;small&amp;gt;&#039;&#039;Ghost of Tsushima&#039;&#039; (Sucker Punch Productions/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/550/Left_4_Dead_2/ &amp;lt;small&amp;gt;&#039;&#039;Left 4 Dead 2&#039;&#039; (Valve 2009)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.minecraft.net/ &amp;lt;small&amp;gt;&#039;&#039;Minecraft&#039;&#039;, Java Edition (Mojang 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/ &amp;lt;small&amp;gt;&#039;&#039;Potion Craft: Alchemist Simulator&#039;&#039; (Niceplay Games/TinyBuild 2021)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/ &amp;lt;small&amp;gt;&#039;&#039;The Elder Scrolls V: Skyrim&#039;&#039; (Bethesda Game Studios/Bethesda Softworks 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/the-last-of-us-part-ii/ &amp;lt;small&amp;gt;&#039;&#039;The Last of Us Part II&#039;&#039; (Naughty Dog/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/413150/Stardew_Valley/ &amp;lt;small&amp;gt;&#039;&#039;Stardew Valley&#039;&#039; (ConcernedApe 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/264710/Subnautica/ &amp;lt;small&amp;gt;&#039;&#039;Subnautica&#039;&#039; (Unknown Worlds Entertainment 2018)&amp;lt;/small&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=Nj7EaryBgak Building Better Crafting Systems (Adam Millard - The Architect of Games 2021&#039;&#039;&#039;)&#039;&#039;&#039;]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.youtube.com/watch?v=np9IGvSAgIM Crafting Is (Kinda) Pointless (Razbuten 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/ Ghost Of Tsushima Crafting Resource Guide: What Each Item Upgrades And Where To Get Them (GameSpot 2020)]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;small&amp;gt;[https://steamcharts.com/app/550 Left 4 Dead 2 (SteamCharts, accessed July 2024)]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=58</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=58"/>
		<updated>2024-07-14T02:55:48Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
=== For Games: ===&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
==== Details: ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Name of Game:&#039;&#039;&#039; The title of the video game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Edition:&#039;&#039;&#039; The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Developer[/Publisher]:&#039;&#039;&#039; The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If : they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Year:&#039;&#039;&#039; The year the game was released.&lt;br /&gt;
&lt;br /&gt;
: The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
&lt;br /&gt;
==== Examples: ====&lt;br /&gt;
: Left 4 Dead 2 (Valve 2009) -&lt;br /&gt;
https://store.steampowered.com/app/550/Left_4_Dead_2/&lt;br /&gt;
&lt;br /&gt;
: Minecraft, Java Edition (Mojang 2011) -&lt;br /&gt;
https://www.minecraft.net/&lt;br /&gt;
&lt;br /&gt;
: Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021) -&lt;br /&gt;
https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=57</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=57"/>
		<updated>2024-07-14T02:54:30Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Formatted the Games section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
=== For Games: ===&lt;br /&gt;
&lt;br /&gt;
==== Format: ====&lt;br /&gt;
Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
==== Details: ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name of Game:&#039;&#039;&#039; The title of the video game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edition:&#039;&#039;&#039; The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Developer[/Publisher]:&#039;&#039;&#039; The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Year:&#039;&#039;&#039; The year the game was released.&lt;br /&gt;
&lt;br /&gt;
The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
&lt;br /&gt;
==== Examples: ====&lt;br /&gt;
Left 4 Dead 2 (Valve 2009) -&lt;br /&gt;
https://store.steampowered.com/app/550/Left_4_Dead_2/&lt;br /&gt;
&lt;br /&gt;
Minecraft, Java Edition (Mojang 2011) -&lt;br /&gt;
https://www.minecraft.net/&lt;br /&gt;
&lt;br /&gt;
Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021) -&lt;br /&gt;
https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=56</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=56"/>
		<updated>2024-07-14T02:50:36Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Games:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Format:&#039;&#039;&#039;&lt;br /&gt;
Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Details:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name of Game: The title of the video game.&lt;br /&gt;
&lt;br /&gt;
Edition: The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
Developer[/Publisher]: The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
Year: The year the game was released.&lt;br /&gt;
&lt;br /&gt;
The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;&lt;br /&gt;
Left 4 Dead 2 (Valve 2009) -&lt;br /&gt;
https://store.steampowered.com/app/550/Left_4_Dead_2/&lt;br /&gt;
&lt;br /&gt;
Minecraft, Java Edition (Mojang 2011) -&lt;br /&gt;
https://www.minecraft.net/&lt;br /&gt;
&lt;br /&gt;
Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021) -&lt;br /&gt;
https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=55</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=55"/>
		<updated>2024-07-14T01:33:16Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are a in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Name of Game: The title of the video game.&lt;br /&gt;
&lt;br /&gt;
Edition: The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
Developer[/Publisher]: The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
Year: The year the game was released.&lt;br /&gt;
&lt;br /&gt;
The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Left 4 Dead 2 (Valve 2009) -&lt;br /&gt;
https://store.steampowered.com/app/550/Left_4_Dead_2/&lt;br /&gt;
&lt;br /&gt;
Minecraft, Java Edition (Mojang 2011) -&lt;br /&gt;
https://www.minecraft.net/&lt;br /&gt;
&lt;br /&gt;
Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021) -&lt;br /&gt;
https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=54</id>
		<title>Game Mechanics:Citations</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Game_Mechanics:Citations&amp;diff=54"/>
		<updated>2024-07-13T22:53:34Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created page, added initial descriptions and examples.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Citations are a in a modified Bluebook style.&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
Name of Game, [Edition] (Developer[/Publisher] Year)&lt;br /&gt;
&lt;br /&gt;
Details:&lt;br /&gt;
&lt;br /&gt;
Name of Game: The title of the video game.&lt;br /&gt;
&lt;br /&gt;
Edition: The specific version or edition of the game (e.g., Java Edition, Standard Edition). If there is only one edition or it is commonly known without specifying, this part can be omitted.&lt;br /&gt;
&lt;br /&gt;
Developer[/Publisher]: The name of the developer. If the developer and publisher are different, include both, separated by a slash (/). If they are the same, list only once.&lt;br /&gt;
&lt;br /&gt;
Year: The year the game was released.&lt;br /&gt;
&lt;br /&gt;
The order of the citations will be in alphabetical order by the name of the game.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
Left 4 Dead 2 (Valve 2009) - https://store.steampowered.com/app/550/Left_4_Dead_2/&lt;br /&gt;
Minecraft, Java Edition (Mojang 2011) - https://www.minecraft.net/&lt;br /&gt;
Potion Craft: Alchemist Simulator (Niceplay Games/TinyBuild 2021) - https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=53</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=53"/>
		<updated>2024-07-13T22:43:38Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added section about different ways to gather resources for crafting, added reference for games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that cannot stand on its own. It is a mechanic that the player can use to help progress the story.  The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific material and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons is rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
Not all crafting has to be from gathering resources. You can make crafting more difficult by requiring the player to master multiple different aspects of the game. You can section resources off by requiring them to be purchased from the shop, from killing different kinds of NPCs, foraging, mining, panning in a water source, fishing, etc. You can make any other mechanic a source of specific types of resources for crafting.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/379720/DOOM/ &amp;lt;small&amp;gt;&#039;&#039;Doom&#039;&#039; (id Software/Bethesda Softworks 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.ubi.com/us/game?pid=56c494ad88a7e3b4508b4567 &amp;lt;small&amp;gt;&#039;&#039;Far Cry: Primal&#039;&#039; (Ubisoft 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/ghost-of-tsushima/ &amp;lt;small&amp;gt;&#039;&#039;Ghost of Tsushima&#039;&#039; (Sucker Punch Productions/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/550/Left_4_Dead_2/ &amp;lt;small&amp;gt;&#039;&#039;Left 4 Dead 2&#039;&#039; (Valve 2009)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.minecraft.net/ &amp;lt;small&amp;gt;&#039;&#039;Minecraft&#039;&#039;, Java Edition (Mojang 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/1210320/Potion_Craft_Alchemist_Simulator/ &amp;lt;small&amp;gt;&#039;&#039;Potion Craft: Alchemist Simulator&#039;&#039; (Niceplay Games/TinyBuild 2021)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/ &amp;lt;small&amp;gt;&#039;&#039;The Elder Scrolls V: Skyrim&#039;&#039; (Bethesda Game Studios/Bethesda Softworks 2011)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://www.playstation.com/en-us/games/the-last-of-us-part-ii/ &amp;lt;small&amp;gt;&#039;&#039;The Last of Us Part II&#039;&#039; (Naughty Dog/Sony Interactive Entertainment 2020)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/413150/Stardew_Valley/ &amp;lt;small&amp;gt;&#039;&#039;Stardew Valley&#039;&#039; (ConcernedApe 2016)&amp;lt;/small&amp;gt;]&lt;br /&gt;
* [https://store.steampowered.com/app/264710/Subnautica/ &amp;lt;small&amp;gt;&#039;&#039;Subnautica&#039;&#039; (Unknown Worlds Entertainment 2018)&amp;lt;/small&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;br /&gt;
&lt;br /&gt;
https://steamcharts.com/app/550&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=52</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=52"/>
		<updated>2024-07-11T02:17:25Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that cannot stand on its own. It is a mechanic that the player can use to help progress the story.  The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific material and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons are rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;br /&gt;
&lt;br /&gt;
https://steamcharts.com/app/550&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=51</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=51"/>
		<updated>2024-07-09T17:59:09Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added L4D2 information, added &amp;quot;What should I avoid within a crafting mechanic&amp;quot; information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that the player can use to help progress the story. Crafting is a mechanic that cannot stand on its own. The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific resource and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
Take &#039;&#039;Left 4 Dead 2&#039;&#039; for example, according to SteamCharts, between 20,000 and 42,000 online players at any given time [July 9th, 2024]. This is a game that was released in November of 2009. Steam has 869,000 total reviews and 847,000 of them are positive. Objectively, this is an amazing game that is still very popular. Many of the mechanics we have today, including crafting, are not present in this game. This is a game whose pacing and item collection define it and crafting would mess up a lot of its balance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons are rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
The biggest thing to ask is if you need a crafting mechanic in the first place. What would it add to the game? There is nothing wrong with avoiding crafting all together, especially if it doesn&#039;t add anything to the gameplay and is just another thing for the player to learn.&lt;br /&gt;
&lt;br /&gt;
You want to avoid wasting the player&#039;s time. Pointless crafting mechanics will make the player feel like the game doesn&#039;t value their time. You should avoid crafting mechanics that don&#039;t give them a choice. To reference &#039;&#039;The Last of Us 2&#039;&#039; again, the game has a limited inventory and crafting resources are sparse, meaning that the player will need to use the resource that they picked up very quickly after getting it, and everything serves multiple functions. In that game, when a player picks up a rag, they need to decide immediately if its going to be for healing or for attacking.&lt;br /&gt;
&lt;br /&gt;
Another thing to avoid is making crafting not powerful enough. A lot of games will make the player search for a specific item or level up crafting to a certain skill level before they can craft an item, but by then, that player picked up a better item from somewhere else, like a shop or loot, making the mechanic useless.&lt;br /&gt;
&lt;br /&gt;
Players tend to not like crafting mechanics that involve a lot of grinding. Keeping the mechanic a bit more simple is usually better. If it takes 10 hours to find, refine, combine, and temper an item, it better be worth those 10 hours.&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;br /&gt;
&lt;br /&gt;
https://steamcharts.com/app/550&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=50</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=50"/>
		<updated>2024-07-07T03:49:41Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that the player can use to help progress the story. Crafting is a mechanic that cannot stand on its own. The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific resource and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons are rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic? ====&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games ====&lt;br /&gt;
&lt;br /&gt;
==== Media ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=49</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=49"/>
		<updated>2024-07-05T04:01:17Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated &amp;quot;what makes a crafting mechanic good&amp;quot;, removed &amp;quot;what kind of crafting mechanic should I have&amp;quot; and updated &amp;quot;how do I change the crafting difficulty&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that the player can use to help progress the story. Crafting is a mechanic that cannot stand on its own. The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific resource and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic. &#039;&#039;Skyrim&#039;&#039; requires the player to go to a specific place, select the item they want to craft, and there is a small cutscene of your player crafting the item. That makes it feel important.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty? ====&lt;br /&gt;
Crafting difficulty is tied to the other mechanics surrounding it. You can make crafting easier or harder by modifying the exploration and loot mechanics to make rarer items more common or provide tooltips and hits to the player on where to find specific items. &#039;&#039;Subnautica&#039;&#039; does this by allowing a player to scan items to get additional information and different types of items are biome-based, so if a player needs a specific type of item, they know where to go to find it.&lt;br /&gt;
&lt;br /&gt;
Another way to change the difficulty is to modify the number of resources it takes to craft. This isn&#039;t just raw materials - this can also include a character&#039;s attributes. If your game has an &amp;quot;energy&amp;quot; mechanic, you can make crafting use energy - or if the player does a lot of crafting it can start to use a character&#039;s health (due to &amp;quot;mistakes&amp;quot; made in the crafting process). &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Stardew Valley&#039;&#039;, the player has to interact with different mechanics to unlock new crafting recipes. The character can learn new recipes from leveling up different skills, befriending NPCs, completing &amp;quot;special orders&amp;quot;, and many other things. Limiting a crafting recipe behind a different - but related - mechanic can certainly make the recipe feel more rewarding and challenging. Do be mindful of what recipe they unlock versus where they are in the mechanic, the crafting recipe should be better than what the player will get from that mechanic.&lt;br /&gt;
&lt;br /&gt;
If your game is not open-world, you can limit access to crafting. In &#039;&#039;Doom&#039;&#039;, there is a weapon upgrade mechanic but the machine to upgrade the weapons are rare AND hidden; so when the player can find one, it feels very rewarding, and the upgrades significantly improve the weapon. When you make a mechanic that is hard to utilize, you want the reward to be worth it.&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic ====&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games referenced ====&lt;br /&gt;
&lt;br /&gt;
==== Videos ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
==== Articles ====&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=48</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=48"/>
		<updated>2024-07-05T03:20:35Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated &amp;quot;what makes a crafting mechanic good&amp;quot; and other spelling mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that the player can use to help progress the story. Crafting is a mechanic that cannot stand on its own. The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples of Different Implementations ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs is that players might spend hours looking for a specific resource and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision-making. Wood upgrades the bow, metal upgrades the swords, etc. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job of making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense. Most good implementations of crafting make the mechanic seem important. You want the player to be able to choose what to craft, you want it to mean something, and you don&#039;t want it to be a grinding mechanic.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Skyrim&#039;&#039;, most players sit there and craft thousands of iron daggers. To be able to craft better equipment you need to level up your crafting skill. Progressing through the game you always get better equipment from shops and loot than what you can craft, up to a certain point, and at that point, players will spend hours upon hours just crafting iron daggers to get &amp;quot;caught up&amp;quot;. Crafting in &#039;&#039;Skyrim&#039;&#039; is a lot of grinding with no gain for however many hours it takes to collect thousands of daggers worth of supplies and to craft the daggers (not to mention the carry limit) - leaving the whole mechanic less than ideal.&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;Skyrim&#039;&#039; does right is that crafting takes time. When players can pause the game in the middle of a fight, craft a few med kits, heal themselves, and continue the fight; it&#039;s just a menu interaction and that takes away from the combat mechanic.&lt;br /&gt;
&lt;br /&gt;
==== * REVISE *What kind of crafting system do I need? ====&lt;br /&gt;
That depends on the main mechanic of your game. If your game relies heavily on crafting, your crafting mechanic should be more involved. Games with more detailed crafting mechanics usually require multiple items to be gathered, multiple stages to their crafting process, a cooldown or crafting time of a few seconds, or maybe require crafting items to be placed in specific spots or orders.&lt;br /&gt;
&lt;br /&gt;
If you want a more detailed crafting mechanic, you should look at how many materials you have in your game and how complex you want your crafting recipes. You should assume that the player may want to memorize everything, not everyone enjoys consistently looking up crafting recipes. If your recipes have a lot of items or take a lot of steps, you should incorporate something in the game to assist the player with crafting. If you have a few items or the items are fairly common, you can make the crafting more complex by introducing different machines or requiring the items to be placed in a specific order.&lt;br /&gt;
&lt;br /&gt;
Is crafting a secondary mechanic in your game? Then you don&#039;t want to overcomplicate it. You&#039;re target audience probably didn&#039;t choose your game because of the crafting. In this case, you want crafting to be a bit minimal and enhance the immersion instead of taking up a lot of the player&#039;s time. In this case, you may want to have a crafting menu that lists the items needed and just a button to click. If the items are easy to get, you can increase the time it takes to craft and if the items are hard to get, you can make crafting more instant.&lt;br /&gt;
&lt;br /&gt;
Overall, it is up to you on how you want to implement the mechanic but keep in mind the purpose of your game. The target audience of an action-packed combat game probably wont enjoy sitting in a menu for hours just crafting items. An idea might be to lock certain recipes behind a player level, until a point in the story, or even make the materials more difficult to obtain and make crafting instantaneous&lt;br /&gt;
&lt;br /&gt;
A game focused on exploration would do better with a more time-based approach. In this type of game you can set up different machines and they might each take some time. Does your player want to upgrade to the next level of grappling hook? You can make the materials more common, but the machine that melts the metal might take 10 minutes. Another option is to make the materials more difficult to get, but require the player to go back to their base, put the materials into a machine, and show a 15-second crafting animation. You can make the player travel to different regions in search of some of the more rare materials.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty ====&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic ====&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games referenced ====&lt;br /&gt;
&lt;br /&gt;
==== Videos ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
==== Articles ====&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=47</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=47"/>
		<updated>2024-07-04T05:06:19Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added what is crafting and what makes crafting good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
==== What is crafting? ====&lt;br /&gt;
Crafting is a mechanic that the player can use to help progress the story. Crafting is a mechanic that cannot stand on its own. The game loop for crafting is: external - internal - external. Crafting starts with an external mechanic, like exploration and collecting resources. Then, the player uses those resources to interact with an internal mechanic, like brewing a potion. Finally, the player uses that craftable item in an external mechanic, like throwing a poison potion at an enemy.&lt;br /&gt;
&lt;br /&gt;
In some games, crafting feels just like another shop. A lot of games use a very similar process for crafting as a shop, where you have your &amp;quot;currency&amp;quot; and you tap a button, and you &amp;quot;purchase&amp;quot; an item. For a crafting system to be good, it needs to feel special, like you are making a difference. The point of crafting isn&#039;t to inconvenience the player - it is to give the player a choice. The player needs to be able to make a decision to further the game in their style.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What makes a crafting mechanic good? ====&lt;br /&gt;
Every game will implement crafting in a different way. For crafting to be good, it needs to be designed specifically for the game it is in. A lot of games make their crafting feel like a shop interaction or just clicking through menus, because someone, somewhere, decided that &amp;quot;players like crafting&amp;quot; and &amp;quot;our game needs crafting&amp;quot;, but that takes out the joy in the system.&lt;br /&gt;
&lt;br /&gt;
Not every game needs crafting. There are games that if you took out their crafting mechanic, players wouldn&#039;t notice. A big problem in open-world RPGs, is that players might spend hours looking for a specific resource and by the time they get back to the crafting table, they have found a better item. In &#039;&#039;Ghosts of Tsushima,&#039;&#039; crafting doesn&#039;t require any decision making. Wood upgrades the bow, metal upgrades the swords, ect. You collect everything and once you can upgrade something, you do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last of Us 2&#039;&#039; does a better job at making crafting feel important. They limit the resources the player can carry AND they make you choose what the player wants to craft. For example, rags can be used to make med kits or Molotovs, choosing between offense or defense.&lt;br /&gt;
&lt;br /&gt;
==== * REVISE *What kind of crafting system do I need? ====&lt;br /&gt;
That depends on the main mechanic of your game. If your game relies heavily on crafting, your crafting mechanic should be more involved. Games with more detailed crafting mechanics usually require multiple items to be gathered, multiple stages to their crafting process, a cooldown or crafting time of a few seconds, or maybe require crafting items to be placed in specific spots or orders.&lt;br /&gt;
&lt;br /&gt;
If you want a more detailed crafting mechanic, you should look at how many materials you have in your game and how complex you want your crafting recipes. You should assume that the player may want to memorize everything, not everyone enjoys consistently looking up crafting recipes. If your recipes have a lot of items or take a lot of steps, you should incorporate something in the game to assist the player with crafting. If you have a few items or the items are fairly common, you can make the crafting more complex by introducing different machines or requiring the items to be placed in a specific order.&lt;br /&gt;
&lt;br /&gt;
Is crafting a secondary mechanic in your game? Then you don&#039;t want to overcomplicate it. You&#039;re target audience probably didn&#039;t choose your game because of the crafting. In this case, you want crafting to be a bit minimal and enhance the immersion instead of taking up a lot of the player&#039;s time. In this case, you may want to have a crafting menu that lists the items needed and just a button to click. If the items are easy to get, you can increase the time it takes to craft and if the items are hard to get, you can make crafting more instant.&lt;br /&gt;
&lt;br /&gt;
Overall, it is up to you on how you want to implement the mechanic but keep in mind the purpose of your game. The target audience of an action-packed combat game probably wont enjoy sitting in a menu for hours just crafting items. An idea might be to lock certain recipes behind a player level, until a point in the story, or even make the materials more difficult to obtain and make crafting instantaneous&lt;br /&gt;
&lt;br /&gt;
A game focused on exploration would do better with a more time-based approach. In this type of game you can set up different machines and they might each take some time. Does your player want to upgrade to the next level of grappling hook? You can make the materials more common, but the machine that melts the metal might take 10 minutes. Another option is to make the materials more difficult to get, but require the player to go back to their base, put the materials into a machine, and show a 15-second crafting animation. You can make the player travel to different regions in search of some of the more rare materials.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty ====&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic ====&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games referenced ====&lt;br /&gt;
&lt;br /&gt;
==== Videos ====&lt;br /&gt;
https://www.youtube.com/watch?v=Nj7EaryBgak&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=np9IGvSAgIM&lt;br /&gt;
&lt;br /&gt;
==== Articles ====&lt;br /&gt;
[https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal. https://www.gamespot.com/articles/ghost-of-tsushima-crafting-resource-guide-what-eac/1100-6479795/#:~:text=As%20you%20run%20through%20the,particular%20part%20of%20Jin&#039;s%20arsenal.]&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=46</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=46"/>
		<updated>2024-07-03T03:46:38Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added image for Primal, section about crafting systems needed. Added headers for things to avoid, things to change, and sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;br /&gt;
[[File:FarCry Primal Spear Crafting.png|alt=This image shows the crafting page for the spear in Far Cry Primal|center|frameless|Far Cry Primal spear crafting page]]&lt;br /&gt;
&lt;br /&gt;
=== Design Considerations ===&lt;br /&gt;
&lt;br /&gt;
==== What kind of crafting system do I need? ====&lt;br /&gt;
That depends on the main mechanic of your game. If your game relies heavily on crafting, your crafting mechanic should be more involved. Games with more detailed crafting mechanics usually require multiple items to be gathered, multiple stages to their crafting process, a cooldown or crafting time of a few seconds, or maybe require crafting items to be placed in specific spots or orders.&lt;br /&gt;
&lt;br /&gt;
If you want a more detailed crafting mechanic, you should look at how many materials you have in your game and how complex you want your crafting recipes. You should assume that the player may want to memorize everything, not everyone enjoys consistently looking up crafting recipes. If your recipes have a lot of items or take a lot of steps, you should incorporate something in the game to assist the player with crafting. If you have a few items or the items are fairly common, you can make the crafting more complex by introducing different machines or requiring the items to be placed in a specific order.&lt;br /&gt;
&lt;br /&gt;
Is crafting a secondary mechanic in your game? Then you don&#039;t want to overcomplicate it. You&#039;re target audience probably didn&#039;t choose your game because of the crafting. In this case, you want crafting to be a bit minimal and enhance the immersion instead of taking up a lot of the player&#039;s time. In this case, you may want to have a crafting menu that lists the items needed and just a button to click. If the items are easy to get, you can increase the time it takes to craft and if the items are hard to get, you can make crafting more instant.&lt;br /&gt;
&lt;br /&gt;
Overall, it is up to you on how you want to implement the mechanic but keep in mind the purpose of your game. The target audience of an action-packed combat game probably wont enjoy sitting in a menu for hours just crafting items. An idea might be to lock certain recipes behind a player level, until a point in the story, or even make the materials more difficult to obtain and make crafting instantaneous&lt;br /&gt;
&lt;br /&gt;
A game focused on exploration would do better with a more time-based approach. In this type of game you can set up different machines and they might each take some time. Does your player want to upgrade to the next level of grappling hook? You can make the materials more common, but the machine that melts the metal might take 10 minutes. Another option is to make the materials more difficult to get, but require the player to go back to their base, put the materials into a machine, and show a 15-second crafting animation. You can make the player travel to different regions in search of some of the more rare materials.&lt;br /&gt;
&lt;br /&gt;
==== How can I change the crafting difficulty ====&lt;br /&gt;
&lt;br /&gt;
==== What should I avoid within a crafting mechanic ====&lt;br /&gt;
&lt;br /&gt;
=== Sources ===&lt;br /&gt;
&lt;br /&gt;
==== Games referenced ====&lt;br /&gt;
&lt;br /&gt;
==== Videos watched ====&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=File:FarCry_Primal_Spear_Crafting.png&amp;diff=45</id>
		<title>File:FarCry Primal Spear Crafting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=File:FarCry_Primal_Spear_Crafting.png&amp;diff=45"/>
		<updated>2024-07-03T03:19:53Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the spear crafting page in Far Cry Primal&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=44</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=44"/>
		<updated>2024-07-03T02:12:24Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added Potion Craft and Far Cry sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;br /&gt;
&lt;br /&gt;
==== Potion Craft: Alchemist Simulator ====&lt;br /&gt;
Potion Craft: Alchemist Simulator is a game that is almost entirely crafting. This game&#039;s primary mechanic is crafting different potions to sell. There are different &amp;quot;Picture&amp;quot; scenes you can go to and collect items, people to talk to, and a shop to buy stuff; however the main scene has a couple different tools, like a mortar and pestle and a cauldron. The crafting is very involved, you have to drag a raw material into the mortar and then you grab the pestle and actually grind the material. The cauldron is similar where you have to grab the ladle and physically move it back and forth to stir it.&lt;br /&gt;
[[File:PotionCraft Crafting.png|alt=The image is a screenshot of a player turning a plant into a powder using the mortar and pestle in Potion Craft|center|frameless|349x349px|Potion Craft crafting with a mortar and pestle.]]&lt;br /&gt;
&lt;br /&gt;
==== Far Cry: Primal ====&lt;br /&gt;
In Far Cry: Primal, crafting is simple. As you progress through the story and unlock different buildings and NPCs, you unlock more crafting recipes. You need to gather materials around the environment. Most crafting recipes require three different items and when you have the materials necessary, you hold the craft button for a few seconds. The player doesn&#039;t need to remember anything or do anything other than just gather the material and have the recipe unlocked.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=File:PotionCraft_Crafting.png&amp;diff=43</id>
		<title>File:PotionCraft Crafting.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=File:PotionCraft_Crafting.png&amp;diff=43"/>
		<updated>2024-07-03T02:01:52Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This image is the cauldron and the mortar and pestle used in the game Potion Craft&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=42</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=42"/>
		<updated>2024-07-03T01:50:20Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Popular Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=41</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=41"/>
		<updated>2024-07-02T19:29:46Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Updated images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Popular Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|321x321px|A 3x3 crafting grid in Minecraft showing the Wooden Pickaxe recipe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They also have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=40</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=40"/>
		<updated>2024-07-02T18:42:12Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Examples in Popular Games ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They also have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=39</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=39"/>
		<updated>2024-07-02T18:28:41Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Different Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|center|frameless|A 3x3 crafting grid with the recipe for a wooden pickaxe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They also have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=38</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=38"/>
		<updated>2024-07-02T18:26:58Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added reference images and the information about the &amp;quot;book&amp;quot; in the crafting bench, to autopopulate the recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Different Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
[[File:Minecraft Stick Recipe.png|alt=This image shows the 2x2 crafting grid in Minecraft with two wood planks, in a vertical arrangement, with the output being four wooden sticks.|center|frameless|Crafting a stick in a 2x2 crafting grid]]&lt;br /&gt;
[[File:Minecraft Wooden Pickaxe Recipe.png|alt=This image shows a 3x3 crafting grid in Minecraft with three wooden planks long the top and two sticks in the center and bottom center, with the output being a wooden pickaxe|center|frameless|A 3x3 crafting grid with the recipe for a wooden pickaxe]]&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They also have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build out the world.&lt;br /&gt;
&lt;br /&gt;
In later updates, Minecraft added a submenu to the crafting UI that allows you to search up what you are able to craft and it will auto-populate the crafting bench in the proper order. Some of the community thought this change was needed because the list of craftable items continues to grow and some of the recipes and steps gets fairly complex. The crafting grid is still there, so the members of the community who don&#039;t like the change can still use the &amp;quot;old&amp;quot; mechanic.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=File:Minecraft_Stick_Recipe.png&amp;diff=36</id>
		<title>File:Minecraft Stick Recipe.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=File:Minecraft_Stick_Recipe.png&amp;diff=36"/>
		<updated>2024-07-02T18:09:05Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an example of crafting a stick in Minecraft&#039;s 2x2 crafting grid.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=35</id>
		<title>Environment/Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Environment/Crafting&amp;diff=35"/>
		<updated>2024-07-02T17:53:00Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Created Page, added introduction and minecraft sections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Introduction ===&lt;br /&gt;
When a game needs you to create more powerful items, it is common for them to have you find the materials required to craft it. Crafting is a mechanic that every game does differently and there are a lot of good examples out there. When most people think of &amp;quot;crafting&amp;quot;, they might think of Minecraft&#039;s implementation, but that won&#039;t work for every game.&lt;br /&gt;
&lt;br /&gt;
=== Different Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Minecraft ====&lt;br /&gt;
Minecraft is a game, in which, the entire purpose is to collect items and craft items - hence the name MINE and CRAFT. Minecraft has combat, bosses, farming, biomes, and many other mechanics; but the goal is to do something to get an item, to craft it, or turn it, into a different item. &lt;br /&gt;
&lt;br /&gt;
Minecraft&#039;s crafting mechanic is fairly complex compared to other games, which was made easier in newer versions.  The basic idea is that you start off with a 2x2 crafting grid, which allows you to play 1-4 items in it, in a specific arrangement. At a certain point, the player can create a specific item, called a Crafting Bench, to give them a 3x3 crafting grid, however, they have to go to the location of one of the crafting benches to access it. &lt;br /&gt;
&lt;br /&gt;
Minecraft has a similar mechanic for different types of crafting. They also have a &amp;quot;furnace&amp;quot; which can cook/smelt items, for example, 1 piece of coal can cook 8 pieces of raw beef to make 8 pieces of cooked beef. Then there is the brewing stand, blast furnace, smoker, and many other workstations that can convert one item into another. Each interactable utility block in Minecraft is used differently, has its own purpose or ruleset, and is required for advancement throughout the game; but it is just using the same crafting mechanic in different ways to build our their world.&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
	<entry>
		<id>https://wiki.astralmyst.com/index.php?title=Meta_Table_of_Contents&amp;diff=34</id>
		<title>Meta Table of Contents</title>
		<link rel="alternate" type="text/html" href="https://wiki.astralmyst.com/index.php?title=Meta_Table_of_Contents&amp;diff=34"/>
		<updated>2024-07-02T17:33:22Z</updated>

		<summary type="html">&lt;p&gt;NocturnalDanger: Added page/subpage and created a link for Crafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction: ==&lt;br /&gt;
Since Elastic search isn&#039;t working right now, and the default MediaWiki search isn&#039;t the greatest, here is a Meta Table of Contents to assist in planning and searching the wiki.&lt;br /&gt;
&lt;br /&gt;
== Mechanics: ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Mechanic&lt;br /&gt;
!Good Examples&lt;br /&gt;
!Bad Examples&lt;br /&gt;
!Page/Subpage&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Open World&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/World Building/Open World&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Backtracking&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/World Building/Backtracking&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Day/Night Cycles&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/World Building/Day and Night Cycles&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Side Quests / Detours&lt;br /&gt;
|Fallout/Skyrim&lt;br /&gt;
|&lt;br /&gt;
|Environment/World Building/ Side Quests and Detours&lt;br /&gt;
|Can keep hours of engagement, especially for certain types of adhd???&lt;br /&gt;
|-&lt;br /&gt;
|Place Names&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/World Building/Toponymy&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Destroyable World Objects&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tutorial/Tutorial Level&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/Tutorials&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Guidance vs Hand Holding&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/Tutorials/Types of Tutorials&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weather&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/Weather&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Narrative Choices&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Environment/Narrative Choices&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Turn-Based / Realtime&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Game Modes/Timekeeping&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Difficulty&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Game Modes/Difficulty&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Genre&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Game Modes/Genre&lt;br /&gt;
|Detective, Strategy, Puzzle...? Own page or within Genre? &amp;quot;Top-down RTS Combat&amp;quot;WWWS&lt;br /&gt;
|-&lt;br /&gt;
|Movement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Movement&lt;br /&gt;
|Grid-based movement = bad?&lt;br /&gt;
|-&lt;br /&gt;
|Fast Travel&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Movement/Fast Travel&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Teleportation&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Movement/Fast Travel/Teleportation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Animations&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Animations&lt;br /&gt;
|I-Frames, own page or within animations?&lt;br /&gt;
|-&lt;br /&gt;
|Skills/Abilities/Powerups&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Abilities&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sleep/Recharge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Resting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Health&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Health&lt;br /&gt;
|Healing Systems/Death&lt;br /&gt;
|-&lt;br /&gt;
|Inventory/Carrying Systems&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|PC/Inventory&lt;br /&gt;
|Carry weight/inventory limits&lt;br /&gt;
|-&lt;br /&gt;
|NPC Movement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Movement&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPC Schedules&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Movement/Schedules&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NPC Dialogue&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Dialogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trading/Bartering/shops&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Trading&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bosses&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Bosses&lt;br /&gt;
|Boss phases, boss rushes, impossible bosses, secret bosses&lt;br /&gt;
|-&lt;br /&gt;
|Companions&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NPC/Companions&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Combat&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Types of damage&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Combat/Types of Damage&lt;br /&gt;
|Poison&lt;br /&gt;
|-&lt;br /&gt;
|Super Moves/Crits&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Combat/Super Moves&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Save Systems&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Meta Mechanics/Saving&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Speedrunning&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Meta Mechanics/Speedrunning&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cheat Codes&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Meta Mechanics/Cheats&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Game Pacing&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Meta Mechanics/Pacing&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Microtransactions&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Meta Mechanics/Microtransactions&lt;br /&gt;
|Usually bad???&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dead Space?&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Story? Movement?&lt;br /&gt;
|-&lt;br /&gt;
|Perspective (3rd person)&lt;br /&gt;
|Skyrim/Fallout&lt;br /&gt;
|Cyberpunk&lt;br /&gt;
|PC/Perspective&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Building Placement&lt;br /&gt;
|Manor Lords&lt;br /&gt;
|&lt;br /&gt;
|Environment/Building&lt;br /&gt;
|Most &amp;quot;city builders&amp;quot; allow cities to be built the same way. Manor Lords does it differently and better?&lt;br /&gt;
|-&lt;br /&gt;
|Character Creation&lt;br /&gt;
|Fallout 4/Sims 4&lt;br /&gt;
|GTA Online&lt;br /&gt;
|PC/Character Creation&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Crafting&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Environment/Crafting]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NocturnalDanger</name></author>
	</entry>
</feed>