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	<title>Comments on: Crafting and Mini-games</title>
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	<link>http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/</link>
	<description>-emptying my brain onto the internet since 1998...</description>
	<pubDate>Wed, 09 Jul 2008 11:02:12 +0000</pubDate>
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		<item>
		<title>By: slot machine</title>
		<link>http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-65741</link>
		<dc:creator>slot machine</dc:creator>
		<pubDate>Mon, 23 Jun 2008 06:58:29 +0000</pubDate>
		<guid isPermaLink="false">http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-65741</guid>
		<description>&lt;strong&gt;slot machine...&lt;/strong&gt;

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		<content:encoded><![CDATA[<p><strong>slot machine&#8230;</strong></p>
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		<title>By: Felipe Budinich</title>
		<link>http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-57267</link>
		<dc:creator>Felipe Budinich</dc:creator>
		<pubDate>Mon, 03 Mar 2008 07:56:07 +0000</pubDate>
		<guid isPermaLink="false">http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-57267</guid>
		<description>In most games you use 3 resources when you craft and get 2 other resources (if succesful) as a result:

Primary resources:

1.-Materials/money: this are spent, and if you fail, usually they are lost.

2.-Skill: you need to meet a certain level to craft the thingie you are crafting.

3.-Time: it's not the same to craft 1 thing, than crafting 3000 thingies.

The products are the "thing" you are crafting and crafting experience (most of the time)

If you add the "quality gauge" you are only adding time to the mix, players that do craft the most (in my humble experience) want to get the most out of their time, just like people hate the go-fetch quests, crafters will hate the added time to craft.

Unless;

1.- You get to retry endlessly
2.- You get to "take 10" (get the average, like in dungeons and dragons)
3.- You create gameplay that uses that time.

For the option 3 you got to keep in mind that most crafters (Again in my humble opinion, as i'm an alchemist in the game i play) are not exactly twitch players, so even a procedurally generated sudoku board is better than whack a mole with a "quality gauge" attached to it.

Or even better, in a game named something like "burning sands" (i can't recall exactly), you can multitask your crafting/gathering/farming because of the extra time you need to do stuff, and in the end you should feel even more productive.</description>
		<content:encoded><![CDATA[<p>In most games you use 3 resources when you craft and get 2 other resources (if succesful) as a result:</p>
<p>Primary resources:</p>
<p>1.-Materials/money: this are spent, and if you fail, usually they are lost.</p>
<p>2.-Skill: you need to meet a certain level to craft the thingie you are crafting.</p>
<p>3.-Time: it&#8217;s not the same to craft 1 thing, than crafting 3000 thingies.</p>
<p>The products are the &#8220;thing&#8221; you are crafting and crafting experience (most of the time)</p>
<p>If you add the &#8220;quality gauge&#8221; you are only adding time to the mix, players that do craft the most (in my humble experience) want to get the most out of their time, just like people hate the go-fetch quests, crafters will hate the added time to craft.</p>
<p>Unless;</p>
<p>1.- You get to retry endlessly<br />
2.- You get to &#8220;take 10&#8243; (get the average, like in dungeons and dragons)<br />
3.- You create gameplay that uses that time.</p>
<p>For the option 3 you got to keep in mind that most crafters (Again in my humble opinion, as i&#8217;m an alchemist in the game i play) are not exactly twitch players, so even a procedurally generated sudoku board is better than whack a mole with a &#8220;quality gauge&#8221; attached to it.</p>
<p>Or even better, in a game named something like &#8220;burning sands&#8221; (i can&#8217;t recall exactly), you can multitask your crafting/gathering/farming because of the extra time you need to do stuff, and in the end you should feel even more productive.</p>
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	<item>
		<title>By: Tattered Page &#187; Blog Archive &#187; Crafting as a Mini-game</title>
		<link>http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-41068</link>
		<dc:creator>Tattered Page &#187; Blog Archive &#187; Crafting as a Mini-game</dc:creator>
		<pubDate>Tue, 30 Oct 2007 22:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://weblog.probablynot.com/2007/10/30/crafting-and-mini-games/#comment-41068</guid>
		<description>[...] over at probablynot is talking about mini-games for crafting. There€™s a weird sense of dÃ©jÃ -vu for both of us, as we [...]</description>
		<content:encoded><![CDATA[<p>[...] over at probablynot is talking about mini-games for crafting. There€™s a weird sense of dÃ©jÃ -vu for both of us, as we [...]</p>
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