The Way of the Artisan - crafting in MMORPGs An article by Dave Booth Some days the levelling grind in an online game gets tedious. The relentless drive to get to level [Insert-Maximum-Number-Here] just loses its lustre. Fellow players get on your wick, or you develop a nagging doubt that the monsters you're levelling on really *deserve* to be massacred on this scale. Your nerves are jangled by the irritation of yet another death, maybe to monsters you shouldn't really be taking on, but they give super experience or drop an item you desperately want, so you keep at it... or because for the fifthtieth time, your favourite hunting spot has been invaded by hordes of Doods from Hell. (For those lucky enough not to have met one, a Dood is a player who talks as if spelling, punctuation and grammar are alien concepts, along with politeness, consideration for others and maturity. They are typically so self-centred that they will steal kills, get other players killed deliberately to remove them from 'their' experience camp, swear, name call, and generally behave obnoxiously. Such is the wonder of the Internet, that behaviour that would get you a fat lip in five seconds of Real Life is rampant online.) It's a form of ennui I suppose, a type of 'burn out', like that Yuppies in the 1980s experienced after doing yet another million-pound deal. Well maybe not that extreme, but you get the picture. At times like this that alternative, more sedate activities are very alluring. Time to turn to the crafter's wheel. The three online games I've played - Ultima Online, Asherons Call, and Dark Age of Camelot - have implemented crafting in their own ways. The basic principles are the same. Obtain raw materials, make things, and gain skill to make better things. Tools of the trade, and those raw materials are available in towns. If you're a blacksmith requiring a forge, or a tailor in need of a loom, they're located in towns too. Various trades are there to turn your hand to, and all yield items that are useful, such as armour, weapons, foodstuffs to replenish you in battle. In your early days of crafting the items you make will be most useful to low-level characters. Well-designed crafting systems encourage trade between players - it's common in the capital cities of Camelot for new characters to head for the town forge, to buy equipment from the crafters huddled there. The Camelot crafter has an instant selling point; every item made by a player is of higher quality than the equivalent bought from an NPC. The player-made 98% quality sword will do more damage per hit than the NPC- bought, 90% item. Even if the crafter charges 30% markup on raw materials, their item is also cheaper to buy. So there is a rigorous trade. Of course this reverses the situation mentioned earlier. The towns are signally devoid of Doodery - after all, why should a crafter bother to trade with one? Quite the opposite occurs. The craft zones are places to socialise and swap tips on craft skills, the atmosphere is co-operative and friendly compared to the wilds. The Dood is an endangered species in these areas. It's ok to be able to make weapons for a level 1 character, but it's quickly no challenge and not very profitable. People *do* turn to crafting to make money, for at high levels a 30% mark up on making items represents a lot of dosh. Or maybe you are manufacturing items to pass on to guild friends free of charge to help them level. Either way, the crafter's route involves levelling as does every other character. Only in this case, it means making more complex items, employing exotic raw materials and skills you need to learn. The normal way to advance in skill is to make things you are only slightly proficient in, over and over, gaining skill along the way. As a result, sustained crafting is, well, pretty boring. This does however make it even more of a social activity. In the absence of dangerous mobs, knocking out yet another cuirass, in the company of other players doing the exact same, it's natural to chew the fat. It's relaxing to spend a half-hour working at your chosen trade, while talking to fellow crafters about the latest game patch, how to make the next items on your list, the weather, world events, whatever comes to mind. Camelot encourages crafter inter-dependency, particularly for armourcrafters. Some armour types require metal parts which the armour maker can knock out himself, but also use leather paddings which only a skilled tailor can make. There's a thriving trade between the two, the tailor marks up the cost of the elements he's created and the armourcrafter produces the finished item for onward sale. Other crafters are more self-contained, but the price of this is having to train in a larger number of skills. The weaponcrafter must be proficient in metalworking, woodworking and leatherworking as well as the weaponmaking that is their forte. These all cost money to train. The NPCs from whom you buy your raw materials will buy back the manufactured items, but at a net loss to you. The two big investments a budding crafter needs to make are time and money. Time of course to produce the hundreds of items required to raise skill to a high level. Money to absorb the loss from selling to NPCs. You could just make items to order for sale to players, but there are only so many sets of level 1 armour in demand. Money can be made in various ways. One is to use cash made from monster hunting. With several characters, you can cross-subsidise your crafter. Or throw yourself on the mercy of your Guild mates, and plead for funds, with the promise of being able to make items for them or their new characters in the future. In the early days of your crafter's life, you can perform tasks for your task-master NPC. He will ask you to make an item and deliver it to another NPC. The recipient pays for it, and in this case you turn a profit. A player who is willing to make items and run them around the capital city can totally fund craft development this way, at a cost in time only. It's a way to get temporarily rich - temporarily because tasks are only allocated for low to mid-level crafters. Once you're about half-way to the maximum crafter skill level, the tasks stop. The pot of gold accumulated before soon vanishes when you're making higher level items for skill and selling them at a loss to the NPCs. That's the Camelot 'way'. In Ultima Online and Asherons Call crafted items always sell at a profit. If you wish you can flood your crafter with funds, or turn altruist and pass on the fruits of your labour to less fortunate players. Having developed a weaponcrafter to the mid-levels, it's rewarding to be able to make items for yourself (of course) and for other guild members. Whilst players with new characters always appreciate a gift of some gold, the reception you get when you pass them a perfect set of weapons which will see them through many levels is much more effusive. It takes time and some effort to get to that situation, but crafting is very low on the stress factor scale and so at least, consider it as a way of filling in those times when the mad monster-bashing sessions aren't in progress. It's something your character can do for a few minutes at a time, and is a relaxing break from the old routine. - o -