I think you've just outlined the difference between good and bad grinding. Good grinding asks something of the player, or involves them in some way. I suggested two types, but I'm sure there are others.tippy2k2 said:The only time grinding is fine with me is a time when...well...anything would be fine with me; when it's fun.
For example, I just finished Saint's Row IV (you should go play it if you haven't; I'll wait here....you done? Good). I found myself running all over the place doing all the mini-missions because they were fun and hilarious. What I was doing WAS grinding (doing a bunch of little actions that don't advance the story in order to become stronger) but they were FUN to do. That's the big variable that so many "grinding" games forget; if I'm not having fun (or getting some kind of emotion besides "fuck me I'm so freaking bored"), then you have failed at your game.
That however is where the definition of "Fun" messes with grinding. What I find fun is going to be different from you what you find fun is going to be different than what my Dad finds fun is going to be different from what a ten year old girl is going to find fun...
This seems to imply that leveling is not enjoyable. I disagree.Phoenixmgs said:That is the fallacy of most MMOs, instead of giving me gameplay I'll enjoy for hours on end, they make you level for hours on end.
Right. You're not trying to get anything, so there's no sense that your character has improved or gotten anything new for his efforts. My point is; this is a loss, not a gain.Phoenixmgs said:I played Metal Gear Online for 4 years every week because it had the best gameplay of any online shooter, not because I was trying to get something.
If the game would have given me everything from the start, I wouldn't play it at all, because half the fun of a game is in what you can accomplish.Phoenixmgs said:I quit playing Mass Effect 3's multiplayer because I was literally just playing to earn money to buy card packs to get new characters and items. If the game would've just given me the stuff I wanted from the start, I would've played the game longer than I did.
Sort of. I'm okay with the game making it harder on those who don't grind for improved strength or character skill, but in terms of content grinding, I generally agree. Grinding should be about the character of an RPG, not about game content. Game content is an accomplishment of the *player,* not the *character,* which takes you out of the illusion, and if you're going to do that, why play an RPG at all?nomotog said:My kind of rule guideline for grinding is that it is OK if you are grinding of your own intention. Like if you replay the same map in COD over and over because you like it, or because you want to get really really good at it. The problem comes in when your grinding because the game wants you or is forcing you. Like when you have pay over and over again to get access to the content that you really find enjoyable.
"Filling a bar" would be an example of a bad way to grind. Good grinding involves the player in other ways, while also allowing them to repeat the same kinds of tasks for bonuses/strength/level-ups.Another said:Basically if a game requires that I grind, like some of the harder old school RPG's, I just put the game down. I don't have time for that shit anymore. Same reason I've stopped playing most mmo's since I was in high school. I've got to much to do, and I want to do more with that minimal time than fill up a bar.
I'm speaking of grinding only in the broadest sense of "doing the same thing many times to make your character improve."
As for MMOs, I've never really gotten into them. Too expensive for too little payoff.
Yup. That's me.Another said:I mean if you enjoy grinding, more power to you.
I've never thought of that second form as grinding, nor do I see that there is any lack of progression to conventional grinding. Your character progresses from doing a small amount of damage, to doing a larger amount, or perhaps they learn a new move, or can jump higher now, or maybe they run faster, or cast spells better. It's an "illusion" only in the sense that the entire game world of an RPG is an "illusion," so I guess I'm not sure why this wouldn't be progression. Please explain.Remaiki said:There are two sides of the coin when it comes to grinding, in my opinion. First, there is the more conventional form of grinding - the stuff you find in RPGs more often that not, where you need to grind to increase stats to continue the game. Second, there is 'grinding for mastery', essentially, where the grinding is done to increase one's skill at the game, rather than the hard numbers in the game itself.
I find the first form of grinding to be a tool used to create the illusion of progression where there is, in reality, none. This isn't a problem, really, but all too often is grinding used as a main part of a game, rather than being allowed to simply compound true skill-based progression. The second form I find to be laudable despite the title of 'grinding' because I think when a game is testing the player in some way it should be testing them on skill, rather than arbitrary numbers or time spent.
It is harder to implement a proper difficult curve, however, so developer's can often find themselves leaning on the conventional grinding for their game's progression.
If you gain levels unintentionally, you might as well not be gaining levels at all. There's no mountain to climb, no wall to break through, no hurtle to overcome. You're just waltzing through the game like you would any platformer, except with the occasional number changing offscreen, that effects nothing of any substance.Someone Depressing said:Grinding irritates me; mostly because it tends to serve as padding, because, "Whoops! We've put the boss fight that ends the this character's/story arc in too quickly! Oh well, the players will make up for our lazyness!", which tends to be the case in a lot of examples, but if it's done because I just want to be safe, even if walkthroughs and in-game hints tell that that I'm safely leveled, then I'll do it because I'm a neurotic bastard.
And if writers and artists have created an interesting world, I'd rather trek around that, exploring it and unintentionally getting levels as I go on. It's when develops space things evenly and the creative team is doing their damn job grinding isn't immersion-breaking, hard, or boring.
What I'm talking about is not laziness on the part of developers (I've run into that on occasion too, and I agree with you that it's a pain in the neck when I see it,) but rather, a sensation of personally going through the greatest story-type of all time; namely, you try, and you fail. You struggle to get better, come back and succeed. Without the failure and the struggle to improve, success is meaningless.
Agreed. I disliked most things about Skyrim, and I *hate* level-scaling enemies with a passion.Jim_Callahan said:Artificial play-time padding is pretty much always bad, at best the devs just can't do basic math (e.g. Skyrim's advancement system where it actually bugged the game by causing leveling skills with no impact on combat to increase combat difficulty) and at worst because they're actually skinner-boxing you (any game where NPCs and encounters auto-scale to match your skill level).
Well, that's what I'm saying I want. That kind of game.Jim_Callahan said:Grinding _can_ be used somewhat legitimately in games with fixed-challenge encounters to reduce frustration by allowing a means of giving yourself an extra 'edge' if you're just not good enough to play the next section at its intended rating, which was the original intention of level-based systems to begin with.
Considered by who?Jim_Callahan said:Generally a game is only considered properly balanced in terms of the difficulty curve if you can more or less play straight through if you know what you're doing, with no more grinding or random encounter stuff than you'd incidentally occur in the process of walking the overmap, etc.
Well, as I said, I still think metrics have their place, in the sense that the Elder Scrolls series uses them, but I also think it's cool when you can unlock new abilities by training a skill (something that Oblivion sort of toyed with.) However, the problem that I find is that often, even this ability tree mechanic feels completely unnatural, because, like D&D before it, it consists of the formula of "do whatever you've got to do to get your level-up, then pick what bonuses you'll get arbitrarily at level-up time."Jim_Callahan said:This is why RPGs have started to move away from the old D&D system (which was what it was because it was a derivation of tactical games where a simple numerical power metric is useful) and into skill-tree systems where you unlock new abilities and the fights become more complex or different more than _harder_ in terms of gear-check/level-check. Dark Souls is a good example of this, it has levels but they're mostly about unlocking new abilities and you can go through the entire game completely legitimately leaving 3/4 of the stats at starting levels.
I don't think the D&D formula is the best by any means. Still, I understand what it's meant to simulate. A person has been studying for years to become a cleric, so when they gain further experience, it will be experience in their chosen field. It makes sense and I get it.
I like the sense of working towards skill-based upgrades even more, so long as the work is somehow associated with the upgrade (again, see my point about TES and QFG, where, again, it's quite clear what they're trying to simulate) but as I said, the skill tree choices are too often made arbitrarily at level-up time, rather than needing to be worked towards, and that's not the right approach. It's immersion-breaking, because it's not a simulation of anything real or real-like.
One game that I thought did this pretty well, (even though I don't think it was a good game,) was Final Fantasy 9. You could equip items that would allow you to train in new techniques, and when you mastered the technique, you could use it without having the item equipped. Granted, this makes no sense from a storytelling perspective, but at least you have to commit some effort to earning the things you want, and stay on the same tack for a while. The game asked something of the player, and therefore, the accomplishment felt meaningful.