MMO Craft Soup Part 3: Making Gathering Fun

The second installment of this series covered a lot on gathering in MMORPGs, but I concentrated mainly on one-click vs. multi-click gathering. I want to finish talking about gathering by looking at skinning as an alternative to traditional gathering, and ways developers can make gathering more fun, before moving on to the crafting portion of this series.

At the outset, the biggest concern with gathering appears to be time and quantity; weighing how much an MMORPG's recipes call for and how plentiful or sparse the resources needed are. Just as important, or perhaps more, are feeding on the players perceptions of these activities. Whether a more deeply involved crafting system as seen in Sony's MMORPGs "Everquest 2" and "Vanguard," or a simpler system like "World of Warcraft," the player wants to feel they're performing an action that adds to the fun they're creating for themselves -- not just clicking their mouse repeatedly.

Skinning

One profession differs in how its resources are gathered in most MMORPGs. Alchemy, blacksmithing, tailoring, and the like require inert resource nodes, like ore, wood, and herbs. Leatherworking, on the other hand, requires taking “leather” from mobs killed throughout an MMORPG’s world.

The ability to go out and fight a resource that will fight back offers a new activity to a crafting system in an MMORPG that could increase appeal for Sandbox players, while retaining appeal for Crafters and Endgamers (see Craft Soup Part 1). The ability to gain experience, complete quests, gain gold or multiple drops, and other activities provide more options and freedom to players who feel crafting pulls them too far away from other parts of an MMORPG.

Depending on how it’s implemented, skinning can be tied to leveling, separate, or a combination of the two. It pays to think about that, as a player may not like feeling forced to level their character as a warrior alongside their leveling as a crafter/gatherer.

Similar enjoyment can be obtained from gathering activities such as fishing. Fishing, as seen in "World of Warcraft," is a more passive activity, but gives players more options for how they obtain resources for crafting. It need not be a passive activity in all games, though. For example, "2Moons" has fishing with an action bar pop-up where you have to “reel” the fish in and make sure you don’t lose it.

MMORPGs like "2Moons" make me try to think of ways player-involved activities can be added to an MMORPG's already-established (and lackluster) gathering system. For example, for collecting feathers, why not have minigames where you call and catch birds? That would be a fun activity in itself, and add to the players' desire to participate in crafting/gathering in that MMORPG. It would certainly be more entertaining than killing a bird and seeing if it had a feather randomly drop in its loot.

The addition of minigames to gathering is something done in casual MMORPGs like Sony's "Free Realms," but not in the more traditional ones. Is it a case of developers thinking players wouldn't want some sort of game-oriented crafting? Or is it a case of them not giving the development of the gathering system the time and effort it deserves? What do you think?


This last week went by really fast for me, and it’s hard to believe we’ll be moving on to Craft Soup 4 soon. I hope you “stay tuned,” because I’m digging in (pun intended) to refining in the next installment of this series.

Happy crafting.


Read "Craft Soup Part 1: Player Perceptions" & "Craft Soup Part 2: Gathering in MMOs"!

Posted by Jeremy Stratton
July 3, 2009

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Comments

@T.W. Anderson I'm looking forward to playing more Vanguard. I was intrigued by the "group gathering" concept.

Jeremy S., on September 8th 2009 04:05 pm

I actually left a comment on part two that would be more suited to this particular article. The crafting system for Vanguard: Saga of Heroes, specifically the group harvesting mechanics of the game, really helped move harvesting from "boring" to "fun". One of the things we did was have weekly DKP harvesting nights for our guild. Instead of a raid, we would form the groups into sections dependent upon their harvesting skills, then send them out to rack up components for our crafters. It earned people DKP and it allowed people to have all of the fun of a group setting while out group harvesting the nodes. Plus it helped our guild get a numerous amount of world firsts in terms of recipes, and we had everyone in the guild their own sloops within 3 weeks, and larger boats for the officers within a month. Other developers really should take a bunch of notes from Vanguard. The game may have bombed (due to a forced early release), but there were still some amazing mechanics involved, and SoE has done an admirable job of pulling it back around and at least making it into a decent niche game.

T.W. Anderson, on July 11th 2009 10:19 am

I think developers should introduce new ways to gather for crafting. Sometimes gathering is a boring task to do, maybe minigames would be a fun way to obtain that materials for crafting and leveling up crafting skills By the way, i love Aion's system to leveling up crafting skills. The Instructor gives you a quest with some materials, then you have to craft specific things successfully (at the same time you level up your crafting skills) and when you give back the crafted item, he gives you a recipe or materials for your own crafts

Lortek, on July 5th 2009 06:15 pm

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