Crafting Games Need More Structure If They’re Going To Survive
Crafting games can be a disaster if you have a poor attention span or focus problems. They’re often based on a system of progression that relies on immediately recalling several layers of materials any time an item degrades or breaks. And their mission structure, if they have one, is never designed around accommodating the building aspect of the game, only the sidequests.
Take for example Graveyard Keeper, which I recently got into over the past several weeks. I like it a lot, but it’s one of the busiest crafting games I’ve ever played. In keeping up the church, farm and the cemetery itself, every moment is spent gathering resources from far away locations, and building the machines I need to refine my ever-escalating pyramid of advanced materials. Not only is the hustle exhausting, it’s worse when I can’t keep track of what I’m in the middle of making. At any given time I could need 20 copies of at least a dozen building materials, each with their own crafting chain that may take two or three different processes. Between that and the large distances needed to travel between each location to check schematics at various blueprint desks, it becomes very easy to forget what you were in the middle of doing, and very time consuming to figure it out.
Stardew Valley, one of my older obsessions, is very similar, offering almost nothing to direct the player or inform them of how they should be spending their time—and worse, the sensitive timing of the game’s grow seasons makes achieving various farming goals (most of which are not expressly written out) very tricky if you don’t already know exactly what you’re doing. In both games, your best bet is to pause, write some lengthy notes about short and long terms goals and what types of materials you should be accumulating, and refer back to that as needed.
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