24 September 2025
Crafting systems are the peanut butter and jelly of game mechanics — they just make the whole experience feel fuller. Whether you're mixing potions, forging epic swords, or whipping up a tasty health regen dish, crafting adds depth to a game world. But here's the thing — if done wrong, it can leave players scratching their heads or rage-quitting halfway through.
Ever jumped into a game, opened the crafting menu, and immediately closed it because it looked like a spreadsheet exploded? Yeah, you're not alone.
In this post, we're diving deep into how to design crafting systems that are engaging, rewarding, and — most importantly — not overwhelming. We’ll look at what makes crafting in games fun, where devs often go wrong, and how you can strike that perfect balance between complexity and accessibility.
Crafting gives players agency. It hands them the reins and lets them create their own path forward. Instead of just finding weapons and items, crafting allows players to make gear, potions, tools — you name it. It’s about personalization and ownership.
But here’s where things get tricky: not everyone wants to feel like they need a chemistry degree to make a healing salve. If the system is too complex, casual players bounce. If it’s too simple, hardcore fans yawn.
So how do you design a crafting system that hits the sweet spot?
Instead, ask yourself:
What role does crafting play in my game?
- Is it a core mechanic or just a nice bonus?
- Will players rely on it for survival, gear, or just cosmetic fluff?
- Is it a way to encourage exploration, trading, or resource management?
Define your purpose first. If crafting isn't central to your gameplay loop, then keep it light and rewarding. If it’s vital to progression, you’ll need to invest more time into making it deep but approachable.
Your mantra should be: simplicity breeds understanding.
People love systems that feel intuitive. So if boiling water in your game requires a fire crystal, moonstone, and level 3 alchemy, maybe pump the brakes a bit.
A good rule of thumb?
Use fewer than 5 materials per item in early to mid-game sections.
Let players build muscle memory with simpler recipes before introducing complex ones.
It’s a slow-burn approach — similar to how you'd learn to cook in real life. You start with toast, not Beef Wellington.
Gradually introducing complexity makes players feel smart instead of stupid.
Good UX turns a chore into a charm.
Weave it into your world.
- Make players find blueprints in dungeons.
- Get recipes from quirky NPCs.
- Tie it into quests and progression.
If crafting feels connected to the lore or the story, players are more invested. Instead of being “that thing you do on the menu screen,” it becomes a meaningful part of the world.
Whatever the loop, make it rewarding. Tying the loop into core game objectives (combat, trade, survival, etc.) ensures players feel it’s worth their time.
Instead, offer systems where they can:
- Unlock recipe hints after crafting items
- Combine known ingredients with modifiers for special variants
- Discover new recipes through exploration or NPC dialogue
Surprise them, but don’t blindfold them.
You know the drill — needing 200 Iron Ore for a sword and the drop rate is one per goblin. That’s not fun. That’s padding.
Balance your resource economy. Check your drop rates. Avoid excessive grind unless grind itself is meaningful and varied.
Better yet, introduce systems like:
- Bulk crafting
- Auto-gatherers
- Crafting bonuses for using rare gear
Let players progress without burnout.
- Crafting leaderboards
- Player-driven markets
- Crafting contests
- Custom naming or appearances for items
There's something magical about forging “Excalibur 2.0” and seeing your friend envy it. Social currency amplifies the reward.
Also — co-op crafting stations? Genius. Let friends collaborate on big builds or rare items. It creates shared momentum and memories.
Good crafting systems are inclusive:
- Use high contrast in item icons.
- Don’t rely solely on color coding.
- Offer simplified modes or recipe pinning.
Make crafting something everyone can enjoy.
Remember when Fallout 76 launched with a crafting system so bloated and vague it made nuclear physics look chill? Or when No Man’s Sky felt like a space-themed inventory simulator more than a game?
They both fixed their systems eventually — by cutting clutter, improving UI, and adding meaning.
The point is: more isn’t always better. Better is better.
- Run playtests.
- Watch players struggle.
- Take notes on what confuses or bores them.
- Iterate.
Crafting is one of those “easy to get wrong, hard to get right” systems. Testing is your safety net.
Start with a purpose. Build systems slowly. Make your UI clean. Tie it into your gameplay and world. And above all, keep things human — because at the end of the day, that’s who you’re designing for.
So next time you're designing potions, weapons, or even ornate furniture in your game, just remember: no one wants to feel like they’re assembling Ikea furniture blindfolded.
Make it intuitive. Make it rewarding. And most importantly — make it fun.
all images in this post were generated using AI tools
Category:
Video Game DesignAuthor:
Francesca West