
I much prefer the games where crafting and creating is the core mechanic rather than a tacked on tertiary one, such as the aforementioned Minecraft. I seem to mirror the opinion that crafting adds very little to many games where it essentially just creates an additional step between scavenging for ammo/items and actually being able to use the ammo/items.

Not sure why I would expect any less from Yahtzee as his articles are generally very thoughtful and nuanced, especially in contrast to his review show which tends towards humorous hyperbole. Surprised to find a very thoughtful and nuanced that didn't criticize the concept in general, just instances where it is done in a lazy or tacked on manner. When I read the title I was a bit worried that Yahtzee was going to tear into the concept of crafting as a game mechanic, a mechanic I usually really enjoy. I suspect it's meant to add a sense of progression (I suppose that fits under Catharsis), but it's a rather boring way of doing so. Yahtzee railed against this in pretty much Assassin's Creed game besides Black Flag, for instance. I think the issue with either of those is when you have enough resources that upgrading isn't a meaningful choice, you just scoop up all the upgrades available whenever you get the chance.

In survival contexts, it also offers better verisimilitude - you're not going to find vending machines out in the wilderness. In some senses, crafting isn't too different from any game with a shop/upgrading element - you have a certain amount of an item that you can "spend" on a range of useful stuff.

The trade-off between medkits and molotovs, or shivs and nail bombs, adds depth to the gameplay (not to mention makes it a lot more tense, realizing that you need a molotov to deal with a horde ahead but you'd also like to cure that gaping chest wound). Crafting in the Last of Us had a less obvious gameplay benefit - forcing you to choose what to do with limited resources.
