I think we might have a bit of an issue with terminology here.Atmos Duality said:I say that if a game is based on grind, it is deeply, fundamentally flawed and not worth playing, or its merits worth defending.Kargathia said:However, "eliminating the grind" leaves us with a minor problem: you eliminate the game.
Why? Because it fails to answer one important question:
"What is the purpose of a game if it's designed to systematically bore you?"
This is the one question I have NEVER received a satisfactory answer for.
When I finish grinding, I ultimately feel cheated. Cheated of time I could have spent doing anything better; a game that's more interesting and fun.
As for implementation: Grind as an option?
Eh, that's pushing it, but as long as there's a way to reward player skill FIRST, then it's perfectly tolerable.
But grind as a REQUIREMENT? Indefensible. People say that games have no purpose but to waste time; I say why merely waste time? Why not challenge yourself or otherwise just have FUN with your spare time?
Why turn gaming into another mundane, boring job?
Yeah? And there are plenty of other games that reward the player without forcing them to grind AT ALL. Legend of Grimrock just came out and it does precisely that.The entire concept of item upgrades in RPG's is a variation on the basic theme of "put in effort, get rewarded".
Going beyond static item placement:
Nethack has COMPLETE item randomization, yet it does not require the player to grind at all in order to win (there are methods that involve grinding, but none of them are required, nor optimal). A bit of luck will go a ways, but it never overtakes the necessity for planning and good decision making.
Tolerating a problem does not solve it.The challenge for developers is therefore not to eliminate that grind, but to make it enjoyable, and let it be appropriately rewarded.
Mitigation of grind may treat the symptoms, but it doesn't fix the problem.
Blizzard basically controls the grind-dial. I still argue that "balance" for viability doesn't really exist when it's so strongly based on luck.In the end the general idea of a real money AH isn't bad - goldfarmers have proven time and again there is substantial demand for it by players who'd apparently rather spend money than effort. Balance, however, is everything. If never spending real money on AH items ceases being anything less than perfectly viable, then they'll have screwed the pooch.
At it's very core Diablo is nothing more than repeatedly killing monsters that drop shiny stuff. Hence "grind".
This is not a pejorative term, nor even strictly indicative of the mundane, uninterrupted "kill this a gabazillion times to win" it has been associated with, due to bad execution by other games.
It says exactly as much as stating that one progresses through an FPS by repeatedly shooting stuff.
If you'd like to assign a different name to this basic concept of forcibly digging through whatever areas the game provides you with, then by all means - as long as you'll consider that when taking out the "fight monsters, explore dungeons, and complete quests" Diablo III is left with nothing more than a few books of lore, and a notice stating: "You Have Won The Game".