The basics
Considering that the majority of responses came from crafters it is no surprise that most people felt that crafting played an important role in their game play experience and that the majority wanted to be able to max multiple crafting professions.
These results show that most crafters would like to spend over 50% of their game time involved in crafting yet currently the majority spend less than 20% of their game time crafting, that says alot about the cuyrrent state of crafting in MMOs, crafting sadly needs much more attention from developers than it's getting.
For the question Which MMO's with crafting systems have you played/are currently playing? Other games listed included: Darkfall (2), Aion (7), Pirates of the Burning Sea (4), Horizons (4), Neocron (2), Ryzom (2), UO (9), A Tale in the Desert (3), WAR (2), Puzzle Pirates (2), Planetside, Wurm Online (2), Wizard 101, AO (3), Istaria (2), Legend of Mir (2), Ragnarok Online (3), GW (2) - even though it has no crafting that I know of, CoH (2), Cabal, Asheron's Call , EQ , Dragonica, Ashen Empires, Voyage Century, Spellborn.
The number in brackets represents the number who opted for that game if greater than 1.
For the question What is your current main MMO ? a significant amount answered for 'Other' that they were waiting for a new MMO (Aion featured highly).
I always thought that most PvP players wouldn't hold much interest in crafting, which is down to my experience of games tendencies to provide the best PvP gear through progression rather than crafting, I was pleased to see a healthy number from the PvP community represented. While the majority of crafters spend substantial amounts ingame the figure for less than 5hrs per week shows that for casual players crafting still holds some appeal. The majority of crafters seemed to have taken part in light role playing at some time or another, are crafters than generally more creative or are RP players more into crafting? That might be interesting to explore further in a later survey.
The choice for other showed that Ultima Online was rated highly by several respondants, Aion (still in beta) also had a healthy showing. SWG recieved the highest ratings from those who had played it, forum comments have me believe that the current crafting system in SWG isn't as good as the original system, that system recieved nothing but praise and made me wish i had 'been there'. The question itself was flawed as the spreadsheet included multiple games chosen as 'Other' making it hard to see which games were being rated.
As it currently stands thinking on quality of crafted items seems to be 'better than world drops, lesser than raid drops' in most MMOs, it's nice then to see that given a choice crafters would like the ability to go one step further and have the ability to improve on those raid drops by crafting upgrades or additions, that choice doesnt take away from the 'carrot on a stick' that is 'phat lewt' for raiders and keeps the crafters healthily employed with new recipes/rare materials to seek out.
Some of the answers for 'Other' included:
"Items shouldn't improve statistically so there should be not best teir of items at all"
"Tiers of items increasing from "better than equivalent greens" to "better than raid drops" where each tier is progressively difficult and needs rarer materials"
"there should be a balance some 'top end' items better than or comperable or worse than 'end game' items."
"Standard crafted gear should be equal to gear given as quest rewards. There should be lootable recipes for crafters whcih yield items equal in quality to the best lootable items in the game."
"equal to both raid/world but with a unique quality that fits the mmo that could not be found in raid/world equip. etc. run speed, makes food, or something fun"
In retrospect more work can be done with that question and include things such as the social aspect of crafted items.
Motivation
It seems a small majority enjoy the luck element of crafting, most games have it, maybe it's because it's something we are used to and comfortable with rather than something we positively embrace? Most felt that our chances of a positive outcome should scale and provide us with a higher success rate as we become masters of our craft.
For 'Other' players resonded with a desire for meaning and variety in the progression while a few wondered why there needed to be any quest content related to crafting 'crafting in itself should be enough'.
Cyrrently most of us feel that gathering ranges from a boring grind to something that is at best 'passable' very few of us find great enjoyment in it. Most of us would like to see a degree of dynamic content while gathering, the kind of content talked about included incredibly hard to reach nodes (dungeons), fighting off NPCs, environmental challenges and PvP.
One of the more interesting things to come out of comments for 'Other' when asked how people would like to gain recipes was through 'research and experimentation' which I feel while being probably very difficult to implement would provide a very rich and diverse crafting experience. Some also felt that the concept of recipes itself was redundant.
It's good to see that most players felt there should be a synergy between the professions, no one should be 100% reliant on someone else but a degree of reliance allows for added diversity for crafters and should be good for the economy.
When posing the question is crafting bad for the economy? I struggled to think of ways that it is, it seems likely to be a more subjective answer based on the users personal experience, I know i've felt that prices have got out of hand at various stages in a games evolvement but ultimately things seem to even themselves out, it may well have been a redundant question...
While little or no input during the crafting process is good for the casual player, attend to the kids, make a cup of tea, phone mum etc, it looks like most crafters want a fairly high degree of input during the process, watching success/fail progress bars just isn't enough, we want more interaction. Most feel that the visual elements of crafting and it's location are important, it does help for reasons of immersion. This is another area I'd like to expand on in a subsequent survey.
If you want to view the full spreadsheet of results you can do so here
The survey is closed for now while I evaluate everything I've learned from this initial experience. I will edit and relaunch the survey at a later date with the aim of getting a larger number of responses.