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In general I don't find those very fun, but gun to my head I'd say the ability to make more useful things with fewer base parts. Get really combinatorial with it. Players should never discover everything.

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Once the player knows whats needed for an upcoming situation, and their pants are full of the crafting materials needed to make it, a crafting system is just busywork that pads out the game's runtime - especially if they can only be made one at a time. Like just have the drops be the item already??

My solution to this is to have the player never know what the fuck they're doing - it's easily circumvented by looking stuff up online but that's part of why I think the whole system is flawed