@Jetah said in Real Crafting:
@Roccandil
if everyone is following the same rules is it truly art? art is about being free. Sandbox games are about being free too.
Who said everyone would be following the same rules? Music is about creating your own rules, and then following them to see where they take you. 
i know the whole video game system is built around rules but RNG helps the 'roll a die' type thing. sometimes you have a seasoned mechanic make a mistake, sometimes its a really bad mistake. I'm not talking ArcheAge RNG where you'll break an item at tier 10 thus losing it. but items that are crafted could have a small range, lets say for Fractured, just 10 points. It could use the tenths decimal as well to get 20 options. It makes the higher numbers worth more but doesn't mean you'll never get a high roll.
I'm with Gothix: I hate RNG.
I consider reliance on RNG lazy development, and really, lazy gaming.
For instance, I played an 80's game called Super Boulderdash, in which there were two kinds of mobs: fireflies, and butterflies. The fireflies always followed the left hand, and the butterflies always followed the right hand.
Those were two very simple rules, but depending on obstacles and player actions, could result in human-unpredictable movement of emergent complexity. That's brilliant, like chess.
It leaves a great deal of headroom for player skill and experience to exploit the complexity, instead of the gameplay being dumbed down by RNG.
Imagine, on the other hand, if chess were RNG-based: everything had HP, chances to hit, ranges of damage, etc. The rules would be more complicated, but less emergent, less deep. The gameplay would no longer be about seeing many moves ahead, and would be dumbed down.
RNG is a mask, and games that rely on it are hiding a lack of real gameplay on the part of the game, and real skill on the part of the gamers. Which, no doubt, is why it's so popular. 