Why Its Crafting System Is Too RNG-Heavy
(Tags: #GameDesign #RNG #CraftingSystem #PlayerFrustration #Progression)
Introduction
Random Number Generation (RNG) is a fundamental mechanic in many games, adding unpredictability and replayability. However, when crafting systems rely too heavily on RNG, they can become frustrating rather than rewarding. Many modern games suffer from excessively RNG-dependent crafting, where players invest significant time and resources only to be left at the mercy of chance. This article explores why excessive RNG in crafting systems is problematic, how it affects player experience, and potential solutions.
The Problem with RNG-Heavy Crafting
1. Unpredictable Progression
A well-designed crafting system should allow players to feel a sense of progression. However, when success hinges entirely on luck, players may spend hours grinding materials only to receive useless results. For example:
- Low Success Rates: Some games impose abysmal crafting success chances (e.g., 10%), forcing players to repeat the process endlessly.
- Random Stats: Even if an item is crafted, its stats may be randomized, leading to wasted effort if the outcome is subpar.
This unpredictability discourages players rather than motivating them.
2. Resource Waste and Frustration
RNG-heavy crafting often leads to:
- Hoarding Mentality: Players stockpile materials "just in case," leading to bloated inventories.
- Burnout: Repeated failures can make crafting feel like a chore rather than an engaging mechanic.
Games like Diablo III (early Reforging system) and Warframe (Mod Fusion RNG) faced backlash for forcing players into endless grinding loops with no guaranteed payoff.
3. Pay-to-Win and Monetization Concerns
Some games exploit RNG crafting by selling "convenience" items (e.g., guaranteed success tokens) in microtransactions. This creates:
- Unfair Advantages: Players who pay progress faster, while free players struggle.
- Predatory Design: Players feel pressured to spend money to bypass frustrating RNG.
Why Developers Use Excessive RNG
Despite its drawbacks, RNG-heavy crafting persists because:
- Artificial Longevity: Extends playtime by making progression slower.
- Psychological Manipulation: Players chase the "high" of a rare success (similar to gambling mechanics).
- Lack of Better Alternatives: Some developers default to RNG instead of designing deeper crafting mechanics.
Better Alternatives to Pure RNG
1. Pity Systems
A "pity timer" guarantees success after a certain number of attempts (e.g., Genshin Impact’s weapon banner). This softens frustration while retaining some randomness.

2. Deterministic Crafting
Players should have ways to guarantee desired outcomes through:
- Fixed Recipes (e.g., Minecraft enchanting with Lapis Lazuli).
- Crafting Tokens (earnable through challenges rather than luck).
3. Controlled Randomization
Instead of fully random stats, games can:
- Allow rerolling specific attributes (The Division 2’s Recalibration Station).
- Offer "bad luck protection" (increasing odds after repeated failures).
4. Player Agency Over RNG
Let players influence outcomes through:
- Skill-Based Crafting Minigames (Final Fantasy XIV’s crafting system).
- Risk vs. Reward Choices (e.g., higher risk for better stats).
Case Studies: Good vs. Bad RNG Crafting
Bad Example: Diablo III’s Early Enchanting
At launch, enchanting gear was entirely RNG-based, leading to endless gold and material sinks with no guaranteed upgrades. Players hated it, and Blizzard later introduced incremental improvements.
Good Example: Monster Hunter: World’s Augmentation
While still RNG-based, the game allowed players to target specific upgrades, reducing frustration.
Conclusion: Striking the Right Balance
RNG has its place in crafting systems, but over-reliance on randomness harms player enjoyment. Developers should:
✔ Reduce pure luck-based mechanics.
✔ Implement fail-safes (pity systems).
✔ Give players meaningful control over outcomes.
A well-balanced crafting system respects players' time and effort while still offering exciting surprises—without feeling like a slot machine.
(Word count: ~1000)
(Tags: #GameDesign #RNG #CraftingSystem #PlayerFrustration #Progression)
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