Maybe. But maybe this more points out the fact that the analogy to "video-games" just fails.
No. The analogy works still, especially with regards to combat. It's not bad or good per se, and there's always the question what game took what from what game, but there are similarities which are more pronounced in 4E, if only for using terminology that makes them more apparent, and less hidden.
And ultimately, crafting never helped my role-playing.
The last time I used a Craft skill in a role-playing game, it was in a Black-Eye (Das Schwarze Auge) game, and I used it to have at least some stuff where I could use my skills for. (And I didn't have the impression that the rules really explained what I had to roll or how often to create the wooden shield I was working on. Strangely enough, the math of DSA still makes me feel a computer might be better suited to calculate it then a player, but that wouldn't help me enjoy the game more, either.[/tangent])
Don't mention DSA, I am still scarred from one combat there...
I think games are fine omitting rules for things not relevant to most game scenarios. There are no rules for pregnancy, either, though we would need them to "simualate" pseudo-medieval life (and it might also help us understand the entire Dragonboob issue).
What is relevant and what is not differs for most people. I do think WotC cut down a bit too much what they considered "unfun", and mainly on the non-combat side. I'd have kept more skills, but added more skill points in general, to provide more variety, for example.
Well, most characters just buy the items they need, too. Setting up a smithy shop just to create your own sword sounds a bit to involved if you could just buy one from an established smith or trader. The "modding" rules are again far more important, since magical items will always be required.
For some character concepts, it's noce to be able to forge that one sword. It might even be the base of an entire campaign. And reducing crafting to some magical modding process just feels wrong.
(Programming isn't really an exception. It's not really "realistic" to assume that a busy shadowrunner has the ability to recreate or even exceed over what a full team of software developers could create.
But that's just a part of the trope of Shadowrun or Cyberpunk - like fighting Dragons and Giants is in D&D![]()
If I was to create a Cyberpunk-type game, I might adapt this idea and incorporate the thought of open source - real hackers use open source software for their hacking, and all you do as a hacker is to create some small modifications to better suite the situation at hand...)
Open source is covered some in Shadowrun's latest sourcebook, Unwired.
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