Just do this for everything, and make it an actual minigame. Which is mini-gamey-r:jorb wrote:Also, I think we could, that way, have far more of a minigame for more abstract character maintenance.
A. System of "quality" where you watch a singular 'quality level' number increase slowly over time, the higher number the better. Durability and defense perpetually increase, over many months of doing the same singular action. This is literally all that needs to be said and done in this system. (HINT this should tell you how interesting it is to play HINT)
B. System of "quality" based on the top material pro/con slider stats for an item of a raw type, that migrate to the finalized item it's used in with 'base quality level' being the speed moderator. Increasing the hardness slider to 'hard' will improve defense at the cost of durability; multiple slider bars exist with different direct and indirect ways to be modified at certain points in crafting, so you can go slowly by breeding 'softer' or 'harder' wooded trees, or by directly sticking the raw wood into a boiling cauldron to soften it, or sticking it in a fire to harden it, (at the cost of doing this repeatedly and risking damage to the base quality) and then let the player ENGAGE in the activity if they want to by a simple "timing" game, like the "power" sliders in golf sim games. Every time the player succeeds in the optional minigame, they get bonus skill points or a better item, and that skill increase can go towards making the 'boring' part of the minigame easier (more base quality increase) to the point where the player doesn't need to play the minigame any more; and when they do choose to play the minigame, they get the option of creating those "artifact" items.
edit - And apply this same logic to containers: why do chests NEED metal? what happened to wooden hinges and locks, or using stone peices? and of course, why should i bother building baskets when i can build those same all-wooden chests; those un-used containers need a purpose that will let them be used, like having baskets be able to ripen appropriate crops, urns hold liquids or semi-liquids without spoiling/changing, and so on.
Also, bone axe blades attached to stone handles.