what do you like about crafting in video games? what makes them fun for you? what makes them engaging? can you name an example of a game that you feel did it right, and explain why you feel that way?
if you dislike crafting: why? what part of it turns you away from it?
there are no incorrect opinions here, i just want to get an idea on people's feelings for... reasons
can you help me out, cohost?
yes, this is an invitation to infodump
edit: i read literally every response, and i appreciate every bit of feedback so far
I generally loathe crafting in games.
Primarily this is because there's no "crafting" involved in any of it.
There is zero player input: you are given recipes of set ingredients, go out and grind for those ingredients, and then spit them into a machine or a menu that farts out the thing so long as the ingredients hold out. It's quite common that the procedure is entirely automated, so you just set a number and walk away.
I just don't see the appeal of AFK based gameplay, and there's no real player input on any of this, so it can hardly be called "crafting". It's also invariably a massive cash sink in most games, so that there's not even any reward to be gained by doing it. In most MMOs, the gear you can craft is wildly outclassed by any dungeon reward, and in some cases indistinguishable from vendor trash. There's just no point.
In WoW I would skip the practice entirely, take only gathering skills, and then sell the spoils on the auction house to other poor suckers who got tricked into the treadmill. FFXIV I'm told improves on a few things (there's legit endgame-capable crafted loot, and a little minigame the first time you craft a new recipe so at least it's occasionally interactive), but it still retains the massive cash and time sink factors in exchange for maybe being able to cash in on some in-demand recipes so long as you're willing to grind for the parts.
There is one game I legit enjoyed crafting in to some extent, and that was Ryzom.
Ryzom was unique in that every skill and crafting recipe in the game was customizable, using a system us old RPG nerds would know as "effects-based" a la HERO or Mutants & Masterminds.
When crafting something, you assembled effects and modifiers entirely freeform. You would take the base item type, like a Dagger, then add say "Damage +5" as one, then "Poison 1", etc. The balancing factor was the cost and materials needed went up the more positive effects you crammed into one item, which could be offset by disadvantages like making it slow, or inaccurate, etc.
You did unlock new recipes, but while you could of course just use stock recipes and click a button, the main advantage of learning new recipes was each usually came with at least one new effect or modifier you could use in your own recipes.
The result was something that actually felt like I was designing and making a thing, instead of just feeding numbers into a spreadsheet and getting crap I didn't want out the other end. They also did an OK job, at least in the early levels I played, of balancing things so you didn't waste a lot of time and grind cranking out crap you didn't want in order to level your crafting.
Unfortunately, Ryzom bet heavily on player generated content that never materialized, so I ended up bouncing off the game once I reached the end of the first zone and discovered there wasn't really any game beyond it.
I've always wished they could've got the budget they needed to actually flesh it out more, it was a game full of interesting ideas, it just kinda never had the money or the players to make them all work.

