Of course I'm happy when I actually do succeed in crafting a piece I was just telling to go fk its mother, but then I feel really dumb for saying that to my computer in the first place. Sometimes, when Mr. Pikko is feeling particularly prodding, he'll make some snarky comment about why I play. I just slowly turn my head in his direction and bore holes into his brain with my eyes.
That actually would be a strong indication that you don't enjoy crafting. Other people are often far better judges of our enjoyment of something than we are, because we are generally poor at assessing our own emotional responses midstream. When we are working towards a goal, we frequently go through a process sort of like this:
Set a goal-- "This will make me happy." (We often don't stop to really think about whether or not this will really make us happy. In the case of MMOs, people often set this goal well before they know much of anything about the game at all!)
Work towards the goal. If the work towards the goal is fun itself, all is well. If it isn't, we ignore it and focus on the goal (and checkpoints to the goal or the rewards on the way). Or we give up on the goal. The people who give up basically reason that, "This isn't worth it." The people who ignore it never really reason through their decision... at best they figure, "It will be worth it." Essentially, they can endure many many hours of frustrating or boring work for sparse and fleeting moments of satisfaction.
Then, if they weigh their accomplishments in retrospect, the nostalgia bias kicks in, and as they recall, they really enjoyed it. Meanwhile, objective measures find that, no, they really didn't enjoy it overall. This is evident in situations where other people observe that you aren't enjoying yourself.
Essentially, we all have a mechanism that allows us to delay gratification, and we frequently employ this mechanism to allow us to put up with ******** in the hopes that it will be worthwhile later. However, we often do NOT calculate whether or not we're getting a good return on our investment. Further, we typically don't stop to consider other potential uses of our time, and ultimately we don't consider giving up an option. In these cases, the culmination is that we make poor use of our free time.
Normally, there's nothing wrong with enduring some frustration to reach a goal. In most cases of leisure, these are opportunities for personal growth. However, in most of these cases, that's because we are developing a personal skill, and failures are indications of our own ability (compared to MMO/RPGs, where it's often an indication of our character's level). When a computer randomly doles out victory or defeat, that is taken away-- sometimes there is simply no way you can win. This not only manufactures frustration, but takes away one of the primary benefits of leisure activity-- the development of competence and the positive psychological benefits, such as self esteem and self efficacy, that tend to accompany it.
In the end, the same useful psychological mechanic that allows someone to become a great athlete because they have amazingly single-minded perseverance, leaves another person with the same ability with a level 99 character and some knowledge and skills of a video game that eventually falls to the wayside. Ultimately, the tool that normally allows us to make positive investments gets used in a context that provides very few lasting benefits.
And to top things off, the players who actually use a wise leisure approach and just "play for fun," are often branded as "scrubs" and belittled for using their free time in a healthy manner, rather than taking the game seriously.