Active Crafting

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Summary

Crafting in Revival is significantly more than gathering the items required to build something. In fact, crafting in Revival is:

  • Skill based - players who are “good” at a type of crafting will excel at that crafting, independent of their character’s crafting stats
  • Immersive - The act of crafting mimics the steps and action required in real life. This is not a “gather the materials and then hit the build button” style game
  • Fun - Each crafting system is built around crafting “games” that are fun and playable in their own right. *Crafting is not a chore
  • Fundamental to the game - The world’s economy is driven by our players, and crafts are key to this, putting them squarely at the center of the web of commerce and politics of each kingdom



There’s skill in making

Crafting. For players who are looking for more than just a hack and slash romp, no other aspect of MMO gaming sounds as appealing… ends up as disappointing. Far too often, players hoping for a deep crafting experience instead find themselves with the thin alternative of simply acquiring the proper ingredients and waiting out a progress bar for their finished item to “poof” into their inventory. Shouldn’t crafting be more than that? We think so. We think that, no matter what you make, crafting is a skill worthy of passion and dedication and Revival aims to bring that sensibility back.

Crafting starts in the world

Our approach to crafting is focused on the thought that crafting isn’t just another game; it’s another way to drive the course of the world and playing a critical part of the world as it develops. This is a fundamental change in the way crafting is integrated into an MMO world. As players, we won’t simply craft and gather by clicking on an object. With each action, a skill based game is played that tries to closely mimic the core feeling of the related craft.

For example, imagine that you are an alchemist. The mysteries of herbology and chemistry are yours to explore. Why should this be relegated to nothing but clicking on a plant in the world and then later clicking on a table and selecting a potion? We don’t think it should, and so as an alchemist in the world of Theleston, you’ll find that clicking on a plant brings that plant closer into view, allowing you push, pull and examine each stalk, stem and flower, deciding exactly which parts you want to harvest. You’ll examine the plants for quality, for blights and even perhaps contend with the poisonous parasites and other creatures that make their homes on the plants leaves.

Likewise, when you bring your gathered materials back to a workshop, clicking on an alchemy table and picking your desired recipe is only the first step, from there your ingredients will be laid out on the table and its tools will be made available for you, but it will be up to you to crush, distill, infuse and otherwise concoct your potion, in real-time, in the game world.

That’s the point: Crafting is part of the world, complete with the same visceral feel every other aspect of the game presents.

Every craft is different

Capturing the feel of each craft is an important aspect of our approach to crafting. Tailoring and alchemy are not the same things and they shouldn’t feel the same, yet this is exactly how crafting works in many online games. In Revival, the ‘game’ of each craft is uniquely matched to the actual work in that skill. Smithing is about heating and hammering while tailoring is about cutting and stitching. Each of these skills has its own associated actions with its own unique crafting game.

Crafting is fun!

Since each crafting skill has its own game associated with it, we have the luxury of ensuring that each game is as fun as it can be without worrying about how that will impact the other games. We don’t need to “dilute” the experience so that it can work with all types of crafting. Instead we can capture the unique essence of each type of crafting in a game built to maximize what is fun about that experience.

Our crafting systems are so fun that they can stand alone as fun short-session games like you might see on your mobile device or tablet. In fact, you literally can see the crafting games on your mobile device or tablet through the Revival second screen app. Have an inventory full of the materials needed to make a batch of healing potions just burning a hole in your characters pouch while you toil away at work in the real world? Why not take a break for a few minutes and cook those potions on your phone so that they’re waiting for you when you get home? Even if you don’t have any materials, but want to get some training in through practice, the second screen app is there for you.

You see, we want you to be a part of our world and to have a great time doing it; even if the only way you can is to take small part of our world with you, wherever you go.

Crafting is fun(damental to the economy)!

But don’t think our ability to bring you crafting as second screen experience means we think that’s all crafting is. Crafting powers the beating heart of our living world. Theleston is a world just being rediscovered; a frontier waiting for its denizens to rise up and tame her and very little plays a greater part in that effort than crafting.

Crafting drives the economy. Theleston is a living world, its cities and towns grow and expand only when times are good for them. When times are bad, cities might fall into disrepair or fade away completely as their residents move on to more prosperous hamlets where their needs can be met. This is because players are not a crafter’s only customers.

Cities have their own needs and consume the resources up for sale by players and NPCs alike. If a city is supplied well enough, and has an economy healthy enough to purchase the supplies, it will expand, but it those supplies are unavailable or are priced out of reach - if the crafters and merchants in our playerbase have neglected the town - the town won’t be able to expand and will stagnate or even collapse.

This could have serious repercussion to the world. Imagine, for example, the collapse of a city that is home to a major temple to the gods, or a great library full of arcane knowledge. What will happen to those assets when the city itself can no longer support them? Maybe they’ll be looted by bandits, or burned to the ground by rival factions, to be lost for ever. In a very real way, the fate of Theleston lies in the hands of its crafters, each of them skilled and talented artisans with a deep connection to the world in their own right.