I think the crafting table layout in minecraft, and it's gradual fall from favour since the game started being console-ified, introduces an interesting line of questioning. Why have these spatial recipes in the first place?
I still remember playing minecraft as a young teen and being captivated by the crafting table as a concept. Spatially laying out the items adds a visceral quality to it and at first i picked these up from let's plays and such, like arcane pieces of lore. This is obviously not how most people now or even back then interacted with the system. At their best the recipes are obvious and at their worst they are practically undiscoverable save for meta-knowledge or brute-forcing.
In a sense, minecraft since the adventure update really is two games haphazardly merged into one:
- On the right, the game about surviving in an angular world, that requires meta-knowledge to survive and bend reality to your will.
- On the left, a game of wonder, not only upon the idiosyncratic environments fashioned by worldgen, but also the (ideally) intriguing structures and hints of plot scattered throughout the world.
To conclude, i would argue there are three primary reasons for introducing a crafting system:
- The ability to acquire items through resource management
- The mechanical tedium as a point of friction
- The mystery behind organically discovering new recipes
Minecraft only handles the first with any grace, yet i think its failures indicate the possibility of something greater, as has been tried by many mods that pair in-game recipe books with achievement-based progression. From playing starbound i also remember it locked some recipes behind blueprints, but the few that i found were… underwhelming. Needless to say, there remains a lot of mileage left within the crafting concept.