|Okratas has posted an interview with Vanguard Game Designer, Salim Grant, on the subject of crafting:|
When designing trade skills for an MMOG, what are the core principles you work with? What are you trying to add to the game, so to speak?
I believe that one of the best things about crafting is the feeling of accomplishment. Working your way up the tree until you have attained that master craftsman title is almost as exhilarating as attaining the highest combat level a game may offer. This feeling is what I am trying to capture while making the process of getting there fun and immersive.
To be more specific I would have to say that my core principles would be that the road should be hard without being overly complex and confusing. Another would be that crafting should be rewarding and fun- making a bunch of useless items just to skill up is boring. I believe that a craftsman should be making an item not only to become better skilled at his chosen profession but in order to assist another by providing them something they can use. Should my vision come to fruition I believe that the world of Vanguard will offer a crafting experience that rivals the best that is currently out there in the mainstream.