Sigil talks about Vanguard’s crafting system

craftingDeveloper Sigil Games has always admitted that they are rather surprised regarding the player’s reaction to crafting in Vanguard: Saga of Heroes. Before we proceed, to some of you who are not familiar with the term, crafting means the creation of in-game items which can include vehicles, weapons and other useful items.

With that aside, Sigil Games Senior Game Designer Salim Grant was recently interviewed about the game’s crafting system, its what-abouts and possible future developments. Grant mentioned that their own system is not totally detached from the “click fest” idea. After all, he maintained that clicking the mouse is still how we communicate with games. He explained however:

Our focus is on the interaction of the spheres and how each sphere can advance independently. We wanted to make the process of crafting a little bit more involved, make you feel like your decisions were important and how you set up your character and gear made a difference in what you could and could not make and how well you did.

Compared to other MMO games, crafting in Vanguard is a bit more complex. Aside from the usual weapon and vehicle creation, the game’s system allows working on housing, harvesting, ships, recipe creation, factional advancement and work orders. All of these, Grant admits, is hard work. He then humbly added that he is just a mere piece in the puzzle:
vanguard

Considering the amount of work that is beyond just item creation, I am just a small piece of the whole that has gone into making a truly cool system with an immense amount of power to exploit as the system evolves. While I am the systems vision keeper, the members of my team are the ones who make it shine.

Grant finally discussed the future of the game’s crafting system. He shared that they have always taken cues from testers, players of other games and even their own experiences to keep the system alive and vibrant. Eventually, he admitted, it has to change and evolve:

Experimentation. Inspiration. Group Crafting. New trades. Speciality Perks. Many things are on the table to be added with an expansion and as a part of normal content. What I listed above is just a few things that have been designed or talked about in the past as something we will definitely do.

craftingDeveloper Sigil Games has always admitted that they are rather surprised regarding the player’s reaction to crafting in Vanguard: Saga of Heroes. Before we proceed, to some of you who are not familiar with the term, crafting means the creation of in-game items which can include vehicles, weapons and other useful items.

With that aside, Sigil Games Senior Game Designer Salim Grant was recently interviewed about the game’s crafting system, its what-abouts and possible future developments. Grant mentioned that their own system is not totally detached from the “click fest” idea. After all, he maintained that clicking the mouse is still how we communicate with games. He explained however:

Our focus is on the interaction of the spheres and how each sphere can advance independently. We wanted to make the process of crafting a little bit more involved, make you feel like your decisions were important and how you set up your character and gear made a difference in what you could and could not make and how well you did.

Compared to other MMO games, crafting in Vanguard is a bit more complex. Aside from the usual weapon and vehicle creation, the game’s system allows working on housing, harvesting, ships, recipe creation, factional advancement and work orders. All of these, Grant admits, is hard work. He then humbly added that he is just a mere piece in the puzzle:
vanguard

Considering the amount of work that is beyond just item creation, I am just a small piece of the whole that has gone into making a truly cool system with an immense amount of power to exploit as the system evolves. While I am the systems vision keeper, the members of my team are the ones who make it shine.

Grant finally discussed the future of the game’s crafting system. He shared that they have always taken cues from testers, players of other games and even their own experiences to keep the system alive and vibrant. Eventually, he admitted, it has to change and evolve:

Experimentation. Inspiration. Group Crafting. New trades. Speciality Perks. Many things are on the table to be added with an expansion and as a part of normal content. What I listed above is just a few things that have been designed or talked about in the past as something we will definitely do.

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