GAME MECHANICS HOARD

CRAFTING SPECIALIZATION

Restricting each character to mastering only a subset of crafting disciplines — pick two professions, level one crafting class at a time — so no single player can make everything.

World of Warcraft's two-profession limit structured its entire player economy around interdependence, Final Fantasy XIV lets one character learn all crafts but makes each a separate leveling grind, and survival MMOs like Albion Online gate mastery behind specialization trees. Designers use specialization to manufacture trade: if a blacksmith can't make their own potions, an alchemist has a customer, and the market becomes a social fabric rather than a vendor substitute. In single-player or co-op contexts, specialization differentiates party members and rewards coordination. Key decisions: how hard the lock is (permanent choice, expensive respec, or just time investment), how many disciplines one character can hold, and whether alts trivially bypass the limit. Pitfall: in games where players can freely create alternate characters, specialization becomes a tedium tax rather than an economy driver — the constraint only creates interdependence if circumventing it costs more than trading does.

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