MMO Craft Soup Part 2: Gathering in MMOs
As usual, I hadn't fully realized what I was getting myself into with this miniseries of articles on crafting in MMOs. Even though my plan was to only scratch the surface of what I felt were more contested and important areas of crafting systems, it's turned into a much deeper subject. I've had to cut back, go back over, and rewrite, cutting a few things each time. I could easily go into a dissertation the size of a book, but that's too much to read or write in this context, and it's not my goal to cover every aspect. We're dissecting a little, and looking at concepts a little. Kind of like cutting apart a frog to see how its major organs work, not breaking it down into all of the cells it's made out of.
Why? As the old adage goes “Knowledge is power.” Let's arm ourselves with axes and spades, fight for better crafting in our favorite games, or find games we know we'll love.
Last week I wrote briefly about player perceptions of crafting in an MMORPG. This time around, I'm going to take a peek at the first of three parts I broke crafting into.
- Gathering
- Refining
- Crafting
When we think of gathering in an MMO, what's the first thing that comes to mind? I think of running around to level appropriate zones and scanning the landscape while periodically peaking at my mini map in the hopes of spotting some sparkling ore, colorful herbs, or noticeable marker on my mini map. I certainly don't think too much about what makes me keep looking. But there are more than a few important aspects to gathering.
- How many kinds of resources are there?
- How plentiful are the resources?
- What's there respawn time?
- How well can they be seen(in relation to terrain and distance)
- How much does each resource node yield
- One click? Or multi-click?
- Tools?
I think one of the biggest concerns for Sandbox Players is their perception of how much time they need to devote to gathering, and how much of that time “feels” worthwhile. Endgamers don't look so much at the time involved itself, but look at the end results first. Many times they see gathering as a natural part of working towards endgame and “put in their dues”. Crafters are usually pretty accepting of gathering, as it's part of what they like. Of course, all three player types want a good system, in the end. (To learn more about the three player types, read the first installment of Craft Soup - ed.)
I'm a Crafter in my MMOs; I love the motto “Variety is the spice of life.” when it comes to how many different resources are available. But it can be a hindrance if item recipes call for too many different resources, or those resources are so varied that they had to be separated into zones that are too hard, or too difficult to reach and obtain. On the other side, if there are so many different resources, and they end up being everywhere, they could be too plentiful, too easy, to obtain for use.
Respawn time, how well they resources can be seen, what tools may or may not be used, all work together and need a certain balance to create a system that Crafters, Endgamers, and Sandbox Players can all get maximum enjoyment out of.
Perhaps the most contested of these is deciding between one-click or multi-click systems. Should you be able to click once and obtain all that a single node of ore has to offer? Maybe it's better if you get one herb for each click? Examples of this would be the current gathering process in "World of Warcraft" and the free-to-play MMORPG "Runes of Magic." In "WoW," you click once to mine or harvest a node, getting a random amount, up to a set limit. "Runes of Magic" has a system where you can get upwards of six or so of a resource from a node, but it requires separate clicks.
I've read many posts on different game forums that seem to say most players perceive one-click gathering to be an annoyance. However this could just be a perception based on previous gaming experiences rather than any real consensus. Take the two MMORPG's I mentioned. While "WoW" lets you make one click and move on, the nodes have a relatively slow respawn time, and can take some work to find. "Runes of Magic" has a multi-click system, and the nodes are quite plentiful -- you can practically find a node every 10 steps you take, and the respawn time is quite fast. So the time it takes a player to find a node in "WoW" is eliminated, but replaced with taking multiple clicks in "RoM."
Ultimately, the amount of items a player decides to make at a given time, and the amount of resources the item's recipe calls for, has more to do with the amount of clicks a player puts into gathering than this debate over one-click vs. multi-click gathering -- but you can see how player's perceptions play the greatest role. I think the current perceptions are that even though it may take longer to find the node, the player could be leveling or hunting along the way to the next resource. Even though you could do that regardless of system, a player may feel less temptation to devote all the time to gathering in a MMORPG like "WoW," than in "RoM."
I may have concentrated mostly on the one-click vs. multi-click method, but as I will discuss later, a player's perceptions can affect any areas of gathering.
Next time I want to finish talking about gathering in MMOs, and hit on a slight variation of gathering which is found in professions like leather working -- Skinning -- before moving on to refining. Skinning is a bit different as you get the resource(s) from mobs that you also get experience and other drops from.
As I said in the first part of this series, I'm curious to hear from you, the readers. Am I boring you to death? Do you feel I'm completely off base? What do you have to say?
Posted by Jeremy Stratton
June 23, 2009
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Comments
I like games that incorporate mining, harvesting, ect., ect. but I have yet to find a game that dose it just right. My view on it is that "nodes" should have a very large amount and a long recharge time, this combined with a system that takes time based on how much you want/need with a max cap. could work out nicely for all types of players. For example: You find a node no one is using, click on it and a box pops up that states how much is currently in the node, how much you can harvest/mine/ect. at once and asks how much you would like to get. From there it will tell you how long it will take to get the amount you want and then you wait.
HappySpleen, on July 19th 2009 01:10 am
One of the things I liked about Vanguard: Saga of Heroes was the gathering system presented. Specifically, the group harvesting system. Skills were broken down into 4 areas: skinning, mining, quarrying, and harvesting. Each player could max out two of those. The beauty was that if you combined a group of players who all had, for example, mining as their main harvesting skill and they went out to mine a node, you would get multipliers for every person in the group, culminating in huge amounts of gathered materials that were greater than what you could achieve on your own. So if you could gather 10 pieces per node on your own, rather than only getting 60 pieces with a combined group of 6 people, you could get upwards of 100 pieces (examples only). As a result, it made group harvesting a viable option, and the preferred option most players chose for harvesting. The beauty of it is that you could also take players along who didn't have that skill. So even if a player was in your group didn't necessarily have the mining skill, for example, as long as they had the tools necessary, they could assist on the mining and contribute to the overall group success vs. that node, even if they weren't specialized in that specific type of harvesting. Vanguard has, hands-down, one of the coolest harvesting systems I've ever seen in a game. You can have an entire harvesting set of gear that gives you bonuses to your specific skills (most people carry around 2 sets depending on what their primary skills are), and the group harvesting option really makes it stand out against the other, traditional "point and click" gathering systems where you only get 1-3 resources per node. The group option is great.
T.W. Anderson, on July 5th 2009 03:54 am
the game is perfect
george, on July 2nd 2009 07:11 am
Well, I might get massacred for saying this...But Runescape's gathering/crafting system is great, and should be mentioned. I don't play it anymore, but I do remember it seemed to do everything right. In terms of gathering, I enjoy the idea of using tools and going out into the wilderness on the search for materials. When any class can craft, I always like the idea of going as a theif so I can stick as a low level and use my stealth abilitys to sneak past monsters and grab materials under their noses. But, I prefer how runescape did it in terms of crafting, the game just doesn't have enough to work with to be worth playing that much.
Plainodd, on June 30th 2009 12:39 pm
its quite nice to know about what i have overlooked in lots of MMO's about crafting, since i think its a boring chore, which takes too much time and effort, and is unrewarding. besides, i don't think this article is boring at all :D
orhiyamyellow, on June 29th 2009 04:45 pm
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@HappySpleen I recently came across a bog post, that not only sounds like something you describe, but also very exciting to me. A blogger described some of the crafting mechanics of the MMO "Ryzom" It sounds exciting, but I haven't tried it yet. He said Ryzom works of a skill based system, and not a level system, and that the crafting is a part of this just as all player skills are. Basically, crafting was divided among various skills that you had to upgrade just like any spell or attack. Also, it was split into many modes where you had to "prospect"(search) for better nodes, among the easily noticeable ones. Also things like quantity, node age, and I think also tool quality all played a part, based off of how you spent craft skills. I'm only paraphrasing what I remember reading, but crafting had different skills like prospecting, gathering, mining, etc.. each you spent skill points on as you see fit. I would love to see this system tested in World of Warcraft.
Jeremy S., on September 8th 2009 04:11 pm