Glademaster said:
Well I can't say I've played any single player game that has real grinding in a very long time. People like to ***** and complain about it but aside from Pokemon it seems pretty much extinct from what I remember it to be.
I think you're right. It makes me sad sometimes.
LaoJim said:
Grinding, is by definition I think, doing the same thing again and again. That can make you more skillful, but generally once you've shown you can do a challange once (and certainly once you've done it ten times) there's not too much point in asking you to do it again and again, especially in RPGs where as you level up the challenge actually gets easier.
That depends. Are you talking about asking the *player* to do it again, or the *character?* See, in RPGs, you're not supposed to be doing everything. It's not the *player,* but the *character* who you play as in an RPG, and therefore, there is a point when the character does the same actions over and improves the *character's* skills.
LaoJim said:
On the other hand Final Fantasy XIII has so many encounters where you are in no danger of dying from the monsters and I've already 5 starred the battle.
I don't think anyone would point to any recent Final Fantasy game as an example of good grinding.
LaoJim said:
I think you are wrong about this, in the sense I get a rewarding feeling from completing a game and maybe more from 100%ing it, but I still want the game to throw up fresh challenges to me all the way through. Or put it another way if I'm level 5 because I've killed 200 orcs and you are level 10 because you've killed 500 orcs, but my way of killing orcs is faster and my party takes less damage, should you be more gratified by the game than I am and have you accomplished more?
Well, yes. I usually am, because my party has been on a longer journey and survived for a longer time against difficult odds. If I also happen to develop a good strategy for monster-killing, I can appreciate that too, because that's something that can be attributed to the *character,* but I'd just as soon have the *character* face challenges in an RPG.
Fox12 said:
I find grinding to be an obsolete concept. Why feel the benefits of your character getting stronger when you can feel the benefits of you, yourself, becoming more skilled.
I think you probably meant that last sentence to end with a question mark.
In any case, the answer is that that's what RPGs are for; playing as another character, and therefore, no longer playing as yourself. If I notice I, myself, in any way while playing an RPG, it has failed in being an RPG. This is because "RPG" stands for "Role-Playing Game," and if the role is no longer being played; if it is the skill of the *player,* rather than their adopted role, which matters, then the very RPG-ness of the game takes a nosedive.
Fox12 said:
For instance, in Mass Effect 1 your aim was clunky until you upgraded your character. Combat effectiveness wasn't based on your personal skill, it was based on your ability to compensate for a weaker character. An example of this being done right is Dark Souls. If you are a good enough player, then you can beat the whole game at level 1. Alternatively, if you are terrible at the game, then increasing your level won't save you. That's because your ability as a player is what improves through the gameplay, not your characters stats.
Then these games are not RPGs, because they've failed to understand the very basics of what makes an RPG what it is.
Fox12 said:
Sure, they can benefit you, but you still have to do the heavy lifting. If I die, then it should be because I made the mistake. Nothing is more frustrating then doing everything right, and then losing because I don't have enough strength points.
As I said before about the Elder Scrolls and Kingdom Hearts, I like when an RPG gives the player something to do, but the goal is not for the player to improve, but rather, for the adopted character/role to take center stage. When this is not adhered to, the RPG suffers.
Fox12 said:
Kingdom Hearts did so well because at no point did I EVER have to grind. It was an option, but as long as I fought enemies consistently through the narrative I never had to stop in order to level up. There was an RPG leveling system in KH, but it was NOT implemented in such a way as to force you to grind.
Right. I agree with this. It was an option, and it's an option that many modern RPGs would do well to include, even if they don't make it mandatory (and they need not.)
Smilomaniac said:
It connects to what the ssjdkcrew (OP) is saying, the satisfaction of what you're doing. Your choices should have consequences, the effort and time you put into it, should have rewards and messing up should punish you.
Right. Many games just don't give your choices consequences anymore, and far from improving the experience, it makes the whole thing more boring.
Smilomaniac said:
Simply playing a godlike character is insanely boring, or at least after a short while. You've invested nothing in it and so it's worthless.
The time I've spent playing on my primary WoW character is what makes it special. It's the grinding, it's the raids I was part of beating for the first time, it's the effort I spent into collecting and finding curious items and it's the world that I explored back in vanilla when you could wall jump and discover hidden places.
The struggle was real, because I wanted to play a certain role with a class that wasn't technically viable, but my druid gathered up all the fire resistance items she could get (including random cloth armor) and I tanked Ragnaros, successfully.
The grind I had to do in order to make that possible, made it worthwhile. That's why vanilla was at once so terrible, but also extremely satisfying to play (and not just because of nostalgia).
It sounds it. I've played very difficult classes in some RPGs on purpose myself.
Smilomaniac said:
This is part of why gaming is, the way it is today. People aren't willing to invest the effort it should take to achieve something and so developers have to aim for the kind of play that rewards everyone for participating, otherwise you can't get the game funded.
I've grown used to this shite kind of gameplay and I've become very lazy, so that whenever the game is a tiny bit complex or I have to invest effort or time, I can't be bothered.
The games where I can be bothered, I'm bored out of my skull.
I'm sorry to hear that. I haven't grown used to it, and indeed, if I can get through the first level (or the first 15 minutes past the tutorials) of a game without needing to put effort into it, I often put it down for another month at least. Where others are unwilling to invest effort, I'm unwilling to *not* invest it.
Smilomaniac said:
Grinding is just one aspect of making something worthwhile and it's in my opinion not the best way of doing it, though it is an easy one. If I feel clever for finding this one spot where I can grind and have a theoretically easier time of leveling or gaining money of some kind, then it's fine (especially because that's valuable information that I can share or trade with others), but if I just have to mercilessly grind the same creatures over and over for some small advantage or a few % better performance as the next logical step of the game, then I'd rather not.
Well, as I've said before, there are good and bad kinds of grinding.
Smilomaniac said:
Like I said in the beginning, it boils down to balance in some way. Things being unbalanced or decidedly unfair, can motivate players enormously, because they can beat the odds and achieve a worthwhile victory.
Grinding can be a part of that balance, where you get to play your character as it is and bask in your glorious abilities of destruction while taking a break from the storyline.
Yup. Agreed.
nomotog said:
You get new abilities from finding new weapons and items. Most games will use a mixture of numbers and abilities. If you use nothing but numbers, then combat gets grind as you repeat the same actions over and over. Though if you use nothing but abilities, you make things more complex and it can some times be hard to tell what is an improvement what isn't. Some times you just want a nice conclusive this is better then what you were doing before.
It doesn't really sound like a *character* change, but new abilities and new stats can, and should be combined in the RPG-leveling of today, as they were in Kingdom Hearts.
Britpoint said:
In my view it doesn't count as 'grinding' if it isn't a chore.
If I have a game with a well built XP system that levels me up to an appropriate power as I play the game naturally, that isn't grinding. That's just levelling with good game balance.
When I have to stop doing what I want to do in order to kill the same mobs in a given area 10 times in a row, THAT is grinding. So let's have a look at your points.
I'm not too happy with the term "grinding" myself, but that's the term people are using for stopping to gain levels these days.
Britpoint said:
Any well designed system of training can be implemented without necessitating 'grinding'. For example, in the original Metal Gear Solid I am taught how to sneak past guards by staying out of their line of sight. As the game progresses, I get better at this, the levels get harder to navigate, and I get new tools to help me. This isn't grinding, this is just the natural development of a well constructed mechanic.
But it also places everything on the *player,* rather than the *character,* so while it works well for a game like Metal Gear Solid, it's not really an RPG element.
Britpoint said:
If I had to stay in the first level, consistently evading guards to raise my 'Sneak' to the point where I could progress to level 2, that would be grinding.
It would be better to let you go to level 2 to evade guards for a while, at greater benefit, but higher risk. Some RPGs have been known to do this.
Britpoint said:
Perhaps I am arguing semantics here, but I think it is important to not confuse our terms.
I love the philosophy of language. It's one of my favorite fields.
Britpoint said:
I agree but again, I think having this at the end of a 'grind' is poor design. There are better ways. What you are describing is not really a 'grand reward after your hard work', but rather an alleviation of frustration. The game has forced you to grind - to repeat a menial, task that withholds your enjoyment. It then stops you from having to do this and gives you something nice. The frustration is removed, so you feel better.
No, not at all. It's not frustrating to repeat the same task, because you know why you're doing it, and the reward is not the alleviation of grinding, but the benefit that gave the grind its purpose. "Purpose," indeed, is the word here. When a task produces instant gratification, which doesn't require a time commitment, there's nothing very rewarding about it, and asking about it's purpose is like asking about the purpose of happiness.
Britpoint said:
Have you ever been in pain for a reasonable period of time?
Well, I once had a kidney stone for four days.
Britpoint said:
When the pain finally stops, you feel really good for a while. You're condition is no better than it normally is, but after a prolonged period of suffering the absence of pain gives you an elevated level of good feeling.
There is, admittedly, a euphoric sensation when you first get over a cold and such, but that's different from a satisfied feeling of accomplishment. I don't want to give myself a pat on the back for getting over a cold.
RavingSturm said:
Grinding you say? Ugh brings back memories of any DQ and Morrowind/Oblivion running and jumping/falling all over the place just to able to get a normal walking/running speed.
You realize you just made me want to go back and play Morrowind again, right?
RavingSturm said:
I've paid my dues grinding with games like the FF5/Tactics job system and the drawing system of FF8.
Didn't like the drawing system, which seems to penalize you for playing the way you would other FF games, but the FF5 system was one of my favorite leveling systems, alongside FF4's esper mechanic.
RavingSturm said:
For me grinding is not THAT bad if you get a sense of progress. It gets bad if the game is implementing a dynamic leveling system(Oblivion) or when even the most everyday monsters or NPCs can still rip you apart even if your character is already supposed to be high level(I'm looking at you Breath of Fire).
I refer to my comments on "bad grinding." However, while the leveling system for Morrowind and Oblivion could have used some work, I think the actual grinding itself was, for me, some of the most enjoyable ever.
Therumancer said:
My basic attitude is that most people simply don't have the patience or want to put in the time. It's not a matter of "I'm an adult and have other things to do" that's an excuse, because honestly as a kid you probably had even less time when you get down to it. It's a desire for immediate gratification,
Basically, yeah. I think that's right. I'm an adult too, and I write fiction as a hobby, but I also find time to grind at RPGs, because it's what I enjoy doing. I'm in no hurry to complete the game.
Therumancer said:
There is nothing wrong with people wanting immediate gratification from games. Grinding and games that involve it, are aimed at a different kind of audience.
If that's the kind of games they want to play, I have no objections. They can play those games all they want and enjoy them. I just wish that the things I enjoy didn't get such criticism all the time.
Therumancer said:
The problem is of course a game industry intent on not willing to create games for different audiences which of course leads to increased clashes among gamers over basic ideas like this due to knowing that the industry is not going to even try to cater to all major audiences.
You know, a while back, the PC Game market shifted, from mainly AAA games, to a lot of older games or more primitive types of 2D games; even flash-type games. While I doubt this was caused by grinding, I don't think it's going too far to say that the "statistically-average" games released by AAA companies, and their bad handling of those games, may have been responsible for that. The problems that you point out are undoubtedly at least one ingredient in this issue.
Therumancer said:
When it comes to an RPG game, part of the point of "grinding" is that it simulates the adventuring and monster hunting adventurers are supposed to get up to, as opposed to just following the plotline. A lot of RPG fans basically want to have a plot present, but also want to basically just get involved in some basic hack and slash dungeon crawling when the mood strikes them within the experience. Furthermore part of the fun of RPGs is to see how badly you can break the game by providing a disproportionate amount of power to the game structure. There is a sort of satisfaction some people can't understand in say not following the plot as soon as you can, and then say one shotting the final boss after his lengthy intro. Some games like the "Disgaea" series are actually all about the whole "applying disproportionate power to the game structure" and make it a recurring joke in the series, sure you can just flat out play through the storyline if you want to, and it's not even very hard, on the other hand it also involves a lot of weird stuff in the game that can only be discovered by trying to "break" it and then find out "oh wow, the game developers actually thought of that" and providing absolutely obscene things to overcome... a sort of game within a game.
And you know what? Having that sort of freedom to play the game in different ways is awesome, as in my Kingdom Hearts example above.
Therumancer said:
With the recent "Divinity: Original Sin" one of the big complaints about it is of course the lack of ability to grind, and this the lack of ability to max out your favorite character tor play with all the toys. One of the first complaints about it (despite it's success) was how the monsters stay dead, and how some of the challenges seemed kind of arbitrary as the difficulty largely depended on how much you optimized your characters along very specific lines, which sucks in a game that basically invites you to screw around with a lot of different things. You can't say select a skill, decide "hmmm don't really like that" and then go grind some more to pick something else and un-gimp a character in a game where monsters are finite.
I sort of had that problem with Diablo II as well. Starting the game over allows you to try out a different build, and these days, there's a feature that lets you redesign your build completely once, but only a few are really viable in the second and third playthroughs.
Therumancer said:
To me the trick to making grinding work is to make the game complex enough where your gaining things constantly. I think a big part of the problem with grinding is the move towards simplification. There is a huge difference between say slogging through two hours of fighting in order to get a single level up and a trivial increase.
I had this issue with Phantasy Star II. I just didn't think that getting a level-up improved your character enough.
Therumancer said:
On the other hand if level ups are fast and furious, but there are thousands of different things to raise, experiment with, and fool around with, it can actually become fairly addictive.
Again, this is what I liked in the Elder Scrolls and Quest For Glory.
Therumancer said:
The size of games also matters to some extent as well, take the recent review of Darklands, a game world of a size and depth you rarely see nowadays. That game DID involve a lot of grinding, but the grinding happened as you played, and there were almost always things to strive for. In "Darklands" for example there is no central plotline, your just a band of adventurers out to make a career for yourself, and all kinds of things are happening through the kingdoms. Of course this is also misleading, because in Darklands there are actually at least 3 (I think 4) central plotlines, to find and defeat the Knights Templar, to Find and Destroy The Witches Black Mass (and cripple witchcraft through the lands), and to slay The Dragon (note the "the"), all of which are things hinted at and woven through the game. Once you completed all of those major plotlines you could be considered to have "won" Darklands as almost all the lore and little hints came down to those big events. The point being in Darklands there was always something to be moving towards. The one downside I felt the game had was your characters aging, which could sometimes lead to you literally playing a game
multi-generationally.
The multi-generational thing can work, if it's handled well. It sounds like the story, at least, was handled in an interesting way, not unlike Daggerfall or some of the quests in Morrowind.