Interesting question...
It might help to look at things in a more general way rather than trying to pull specific examples out of nowhere -- formulate a set of "guidelines" if you will, for what would constitute an interesting and playable profession. Off the top of my head, a couple of initial guidelines might be:
- A profession must be useful. It needs to produce something, whether that product be a tangible in-game item (swords, armour, creatures) or the addition of new abilities (like the spell-crafting example above). If the profession doesn't produce something that players consider to be valuable then the overwhelming majority will have no interest in trying it out, and if they do decide to give it a go will unlikely be motivated to continue for very long.
- A profession should present players with some sort of meaningful choice. That is to say, it needs to be interesting. In the spell-crafting example above which elements to use and how you combine them would be your meaningful choices, or in your breeding example it would be which creatures to try to combine. Even a simple mining profession features the choice of where to dig. Preferably there should be more than one desirable outcome, to encourage experimentation with different choices and combinations.
- An interesting profession should ideally offer different gameplay. If different professions just involve doing the same actions with different graphics, then we won't engage different skills in the players, and being good at one profession will make the player good with others. We want to provide a different experience, not just the same experience in a different skin.
What do you think? Are those good guidelines for an interesting profession? What else makes for a good profession?
I must admit when writing the post this morning I had considered placing down some general guidelines inline with what you placed down and then ran out of time micromanaging real life. Thank you for that. One other aspect I had also considered within these generalities was the idea that a player could if he/she wanted utilise the mini-game profession in such a way as that was what they played the MMO for primarily - Something akin to the way some players might simply play the Auction House all day in WoW. So rather than necessarily getting to deep into the theory of the model was looking to see if people had had similar thoughts or were able to bring new perspectives of what occupations/professions might be workable.
Lol I had already created a thread for Lasting PvE features.
It had lots of replies too and still not old.
For anyone interested, I believe he means the topic "[MMO] Meaningful, fun and lasting PvE system(s)?", in which there does indeed appear to be some relevant discussion.
I had read your thread glhf and had indeed taken a couple of things from it into my thinking. I would have liked your post a lot more if you had managed to actually post something more helpful along the lines of what jbadams then subsequently did with your post, by providing a link and relating information from it into a form relevant to the discussion. However despite there being some similarities your thread is a broad canvassing panorama whereas in this thread I am attempting to focus on specific area of interest i.e.
:
about defining professions within an MMO environment that had the capacity to act as long-term time sinks with a slant towards mini-games being the theme
------------------------------------------------------
One idea mentioned in the other topic is the idea of including some player created content; if you can come up with a sensible way of allowing players to create additional content for the game, then you might be able to keep things interesting and stay a step ahead of online guides by making use of a steady flow of new content. If we consider the spell-casting idea above, players could be given a way of creating new components, so that there are constantly new combinations becoming possible.
Changing environmental influences could also be an excellent way of keeping such as system fresh and interesting, as could limiting and then replenishing the availability of certain components over time.
I must admit I had actually gone a different way in my thinking from you here and had externalised this into more of an idea of utilising cash shops maintained by game owners but revenue streaming into the indie's hands. But as am still messing with some ideas around transactions etc hadn't yet reached a point of wanting to post. I do like the ebb and flow of components, I think seasonal aspects as well if factoring weather into a game you could create limited availbility of supplies as well using "dried" versions possessing different potencies compared to "fresher" supplies.
Keeping in mind the general guidelines as posted by JBadams I am still very much interested in other profession possibilites or even working "classic/traditional" professions in such a way as to bring them inline with the theme of this thread.