H7 5.7.26 - 10;36oc

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Currently Playing: What Makes a Crafting System Actually Fun?

Follow the full Celestial Fall build on Patreon: https://www.patreon.com/c/Nyx6388 In a lot of games, crafting amounts to collecting ingredients, opening a menu, and exchanging materials for an item you already knew you were going to receive. That can work when crafting is quick and practical. But when a system demands hours of inventory management, resource gathering, progression, and attention, it needs to give the player something meaningful in return. In this video, I break crafting into three broad roles: utility, progression, and expression. I look at what games like The Witcher 3, Stardew Valley, Pokémon, and Morrowind can teach us about preparation, experimentation, player identity, and meaningful rewards. I also explain how I am approaching crafting in Celestial Fall, including experimental recipes, ingredient effects, skill-based uncertainty, character-specific crafting fantasies, and items that can persist across families and generations. CHAPTERS 0:00 Typical Crafting Systems 1:48 What role is the system supporting? 1:58 Utility Crafting 2:47 Progression Crafting 3:06 Experimental Crafting 6:00 Why Crafting Systems Can Feel Flat 7:22 What does fun look like in a crafting system? 11:58 Conclusions CREDIT Morrowind Clip used from idgethenetchiman: https://www.youtube.com/watch?v=fRPRYrabBTE SUPPORT CELESTIAL FALL Patreon: https://www.patreon.com/cw/Nyx6388 Discord access is currently available through Patreon support for safety and community verification. Join and become a free member, join the Discord, and see what's cooking in the community! Often I will post smaller updates there and stir up discussions, so don't be shy. FOLLOW THE PROJECT Website: https://www.celestialfall.com/ Discord: https://discord.com/invite/qTBaZAjrzp What game has your favorite crafting system, and what made it memorable? #GameDesign #CraftingSystems #indiegamedev


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