Unpopular opinion but:
I don’t really know why professions are even a thing in ANY MMO. Or rather I do… gathering/crafting are easy to code time sinks that players have grown accustom to over the decades these games have existed. And every game has one because older games had them ergo - players expect them.
But really, is running around the world collecting beaver skins or whatever that exciting? Does anyone get fired up for skinning x 1000 beavers? Or creating 200 pairs of slightly magical pants? Really?
I’m not saying ‘we don’t like making money’. Course everyone likes a way to get cash in the game. But this is just so… meh. Professions are bad now but they were ALWAYS bad. At best ones like engineering helped in pvp.
This stuff doesn’t exist in the fore-runners of Wow. Not everquest but Dungeons and Dragons/Lord of the Rings. You don’t have Strider or one of the hobbits turning around on the way to Mordor and spending a week gathering herbs ^^. D and D has skills but they were never things you invested too much time in. Why? Because it’s not particularly heroic. Fantasy is normally an escape from real life. Few of us want a hero/ine who’s also an accountant or carpenter on the side.
I’m not suggesting we abandon hobbies or ways of adding non-combat value to a character. I’m just saying the present way is… terrible.
Imagine wow where:
- You can learn a musical instrument. You travel the world speaking to people and collect songs and get better at playing. Maybe some quests can only be unlocked by charming a crowd or influencing a ruler.
- You learn to build a boat - not ‘boatbuilding’ but a special boat made of enchanted heartwood that takes you into a ruined fey isle you can claim as your own.
- You learn to create something of value, a form of art. Every once in a while a challenge is given by a mysterious mage to dazzle her with a work of true beauty. Your efforts spent creating a single thing are compared to other players across the realm and prizes and rewards offered.
If its money players want to earn, rewards can be given for undertaking adventures, slaying beasts, discovering rare treasures, helping restore ruined castles or… anything. Just not selling those magic pants on the AH. Which simply makes me thing ‘we can do so much better than that’.
Thanks for this well constructed post. I think that the end goal of professions should be the creation of many variations in experience. The profession system could one day just be a more generic typing. Simple questions that steer your path along your journey (outside of class) such as:
which book did you steal from the great library?
-dabbling in the arcane opens a talent tree for runecrafting, inscription and enchanting capabilities
-dabbling in tech will opens a talent tree for alchemy, engineering, and masonry
did you go to great lengths to solve all the threats of your home town or did you heed the call of adventure?
-the citizen opens up a talent tree for farming, barding, brewing, and cooking
-the adventurer opens a talent tree for archaeology, cartography, dungeoneering
These would be early game decisions that help you to ground your character in the mythos and help you to hone in on your desired fantasy.
They should make gathering more flexible. Give us a gathering tool slot or two on our character screen. The tool is easily interchangeable in most towns. Basically this would abolish gathering professions and allow anyone to gather any node as long as they carry the proper tool for it, while at the same time throttling any one individuals’ grinding efficiency.
With all that being said, I think a reclaiming of first principles is necessary with WoW’s professions. While the old system was/is dated as hell, it did successfully simulate meaningful work for so many. That base system needs to be reclaimed, and the RP elements must be evolved upon as you describe.