Phoenixmgs said:
If the gameplay isn't fun, the leveling isn't fun.
If the game does grinding well, instead of badly, the game will also be fun.
Phoenixmgs said:
There were skills to level and things to gain. For example, you had to play Survival/Tournaments to earn reward points to buy new clothes from the shop. I played because the gameplay was the best. The extra stuff gained were merely cherries atop the sundae.
As I said; not trying to get anything. Sure, you *can* get something, but it's not what you've been "trying" to do.
Phoenixmgs said:
What you can accomplish is beating the all waves on Gold difficulty with a good squad of players, not farming Geth over and over to earn money just to buy card packs so you can then play how you really want. ME3 MP should've at least had a store where you could buy what you wanted instead of it all being luck-based.
Well, I certainly agree that luck-based gameplay is problematic at best; even in a good game. However, again, beating enemies on a high difficulty level is an accomplishment of the *player,* not the *character.*
Jolly Co-operator said:
Doing nothing but fighting monsters over and over again (the laziest and regrettably most common form of grinding) is irritating and tedious. However, I don't mind grinding if it has diversity and / or challenge to it. The best kind of grinding is the type that doesn't actually feel like you're grinding.
Well, as I said, there's good grinding and bad grinding. Good grinding is involving and engaging; getting you deeper into the character and making you care about them and their capabilities. Bad grinding is just running around in circles, pushing the same button, over and over again.
Jolly Co-operator said:
I think Persona 3 and 4 are excellent examples of this. Each day after school, you can choose to do one of various activities: Working a job, building a Social Link, fishing, going to the arcade, karaoke bar, cafe, or whatever dungeon area you'll be fighting in (I might be forgetting some of the possible activities, but you get the idea). Out of all these possibilities, the dungeons are the only places where you can actually fight monsters. Even so, everything you do feeds back to improving your character's ability to fight in some way. You're grinding no matter what you do, but it never actually feels like it.
It does sound like fun.
Jolly Co-operator said:
Even in other SMT games where the range of activities is less diverse, I don't find grinding all that boring. This is for two reasons:
1.) The rewards feel worth it. The demons you can fuse are dictated by what level you're at, so each level up comes with a diverse range of interesting new demons you can now fuse, and I look forward to just seeing the designs.
2.) It's actually challenging. Even if I'm in an area where I feel relatively comfortable, there's still at least a chance that I'll be killed. The games are known for being quite difficult, and if you make a mistake, even against somewhat weaker enemies, it can snowball into a defeat.
Those are some good ingredients for grinding, from the sounds of things.
Phoenixmgs said:
It's not about instant gratification. It's about removing the Skinner Box bullshit from the game.
And replacing it with what? What do you replace it with, whereby the game can simulate dedication and work, which pays off in the end? Because from the sounds of things, all you're replacing it with is... instant gratification.
Phoenixmgs said:
I played The Last of Us a couple weeks back and I think my completion time was ~25 hours (over 20 for sure) because I took my time. I was enjoying the game the whole time. There was no finding a room with a certain enemy and killing them over and over again to get them to drop something. There's no way you have more time available as an adult than a kid unless you don't have a job.
This is an excuse. Anyone has enough time to play an RPG if they're not in a hurry to finish it. Even if it takes all year to finish, it's still possible to win an RPG with a ton of grinding, even if you've got a job and a social life. All you have to do is commit about two or three hours a week to getting into the game and adopting this character as a personality.
I also notice you referring to luck-based gaming, which is not a required aspect of grinding, and indeed, is only barely related to grinding, as such.
Phoenixmgs said:
The main reason, from a game standpoint, that you don't start with everything in an RPG is because it would overload the player at the start.
That's not true at all. There are quite a few games that give you many abilities right at the start, and just run you through them with a long tutorial stage. The reason why you don't get everything from the start, is because that's what it means to be a hero.
"A real Hero is someone who didn't start out strong or powerful, but uses his courage and brains and skills to become the best he can be."
Wolfgang Abenteuer; Adventurer's Guild Master, "Quest For Glory"
Phoenixmgs said:
Being able to "break" the game is a sign of poor design as RPGs are supposed to be balanced.
No, the point of an RPG is to be a simulator of a fictional world/adventure, so that one can play as another role, rather than themselves.
Phoenixmgs said:
Since when do RPG fans want to just get involved in fighting when the mood strikes them? Because most RPGs you fight more than anything else so if you like RPGs, you must like fighting, which is one of the main problems of the genre. RPGs don't actually require battle.
Neither does grinding.
Shamanic Rhythm said:
This does beg the question of why you would want to simulate training though.
Because it's more satisfying. Simulated training can pay off in ways that real training doesn't.
Shamanic Rhythm said:
Maybe in the GTA San Andreas sense where it doesn't have a huge impact on the gameplay and anything that does can also be acquired through normal gameplay.
Are you saying you don't want your effort to pay off? Is that really what you're saying?
Shamanic Rhythm said:
In a fantasy or sci-fi RPG I don't see the point. A certain amount of suspension of disbelief is already in play, so why arbitrarily introduce some realism that also makes the game more tedious?
It only becomes tedious if you don't actually care about the character you're playing as, and if that *is* the case, why play an RPG?
Shamanic Rhythm said:
None of this justifies that work being tedious though. Long and challenging is better than arbitrary and repetitive, which is what most grind amounts to.
True, but that's not the kind of grinding I'm talking about. The examples I gave were Kingdom Hearts, Elder Scrolls, Quest For Glory and Shining Force, and in all of those cases, there's either nothing arbitrary about it, or it's often very challenging.
Shamanic Rhythm said:
Why do you need a videogame to give you that? If you want the feeling of overcoming a great obstacle, tell yourself you won't get any food until you do 1000 pushups. Or that you can't go on a holiday until you've folded 300 paper planes. Or that you won't get to watch a football game until you've kicked 1000 goals.
I don't think you understand. That is, in fact, the way I live my life. It's not that I need a video game to provide this; to provide something that I lack. Rather, a video game needs to provide this *for its own sake.* Because without it, the game is just not as enjoyable.
RandV80 said:
Question for those who mentioned Phantasy Star II...
...Unfortunately on my playthrough I never did quite finish it... made it all the way to the last dungeon but proceeding to the first level always caused the game to crash. Oh and I did have to cheat once, in the Dezo spaceport for the life of me I couldn't find the 4th exit. It may not seem like it at first but a dungeon that's designed so you can wander in circles and has 4 different exits you need to find is particularly cruel.
Whenever I play a game without a map book, I always draw the maps myself. My problem with the grinding in PS2 was its limited usefulness. Grinding in PS2 only effects HP and MP, which only effect endurability during a long string of fights; not actual capability against strong enemies. Yet, the enemies do keep getting stronger, and the only way you can keep up is by finding better weapons and armor. It wasn't a very good method of grinding. Indeed, it almost discouraged grinding entirely.
For the record, I made it all the way to the final boss, but I've never been able to beat him.
RandV80 said:
Also I'm not really commenting on grinding here, but the earliest JRPG's started with a number of elements to them. Towns, world maps, random battles, branching caves/mountain paths/etc, dungeons, and so on. The way I always thought of it was that towns were a sanctuary that gave you a place to relax, world maps were something you can explore, and dungeons were challenges to overcome. While some of it you could label a waste of time and could be streamlined, if you go to far in that direction you end up with something like FFXIII - walking in a straight line fighting a carefully allotted number of random battles and sitting back for cut scenes at properly timed intervals. In my opinion that's just as bad as the early genre grinding.
If you're going to go that route, just make a movie or an episodic series.
Phoenixmgs said:
No one is saying to walk in a straight line, which FFX already did but people loved that anyways.
I didn't. I thought the leveling mechanic was too clunky and annoying, and incidentally, there were non-linear puzzles and dungeons in FFX, so no. It wasn't quite as bad as FFXIII.
Phoenixmgs said:
In those early JRPGs, you walk ANYWHERE (outside of town) and you have to fight every few steps.
In my experience, it was fairly random in most games. You might walk only six squares, or sixty before being attacked.
Phoenixmgs said:
I remember in FFVI, you had to fight enemies in a burning house when you are trying to go in there and save people.
Seemed to make sense at the time.
Phoenixmgs said:
The horrible mechanic of random battles made exploring so time consuming.
Gosh! Going on dangerous adventures is such a pain in the butt! Look, no matter how you implement enemy attacks, it's going to interrupt your exploration timetable. But removing them all doesn't make for an exciting adventure, does it?
Phoenixmgs said:
Say you want to explore some corner; well, you have to kill enemies on the way there (that's fine), but you also have to fight enemies on the way back (when you just fucking cleared a path).
Better RPGs have a return/teleport/egress/Farore's Wind ability, which lets you return quickly after your exploration.
Phoenixmgs said:
Unless, you actually got something awesome, it was just a waste of time exploring.
That's what grinding is for. Even if you don't get something awesome, you still got experience (and often money,) and so you didn't waste your time.
Phoenixmgs said:
I played very few JRPGs because even as a kid, I knew all that shit was just basically Skinner Box techniques (even though I didn't know of the Skinner Box then) to prolong the game and nothing else.
That's just a line people use to insult grinding, without actually having to point out something wrong with it.
Phoenixmgs said:
And the turn-based battles weren't even very strategic to begin with (as positioning didn't even matter),
Well, that wasn't the way it was in FF4. In that game, you often had to keep the spellcasters in back, to increase their survivability, and fighters in the front, to improve their attack power. In games like, as I said, Shining Force, position mattered even more, since a lot depended on the attack ranges of each character.
Atmos Duality said:
1) Training
First, simulation for the sake of completeness sounds nice on paper, but if you stop and think a bit, you will soon realize a whole slew of OTHER things most games omit. For example, not many games simulate bathroom breaks, and with good reason: Because it isn't wanted or necessary in a game.
First, did you actually just compare going to the bathroom to the effort of honest work? That's simply not a valid comparison.
Secondly, yes, I have played games where your character uses the bathroom, and it subtracted nothing from the experience.
Third, just because many games omit one thing, doesn't mean they should also omit a completely different kind of thing, or they'd end up omitting everything.
Fourth, just because many games omit training doesn't mean that training should be omitted. Many games aren't RPGs, and many simply aren't very good, or make big mistakes in design. You can't decide these things with a popularity contest.
Atmos Duality said:
If you insist on pushing the art angle, then consider this: over-simulation is just as problematic, because if a game is too much like real life, then it loses focus on what's important.
Like what? What's important, if not the depiction of the world the game is trying to depict?
Atmos Duality said:
Second, the notion of "training".
At face value, training could describe two different things:
-i) Player capability
-ii) Character capability
If it's used for player capability, it's not a simulation. I'm only talking about training for the character, though the player can be involved in it.
Atmos Duality said:
Good games challenge the players' skill by changing the conditions of test, either directly (tougher jumping puzzles in a platformer), or indirectly (managing dwindling resources, like in an older RPG with random encounters).
Bad games only challenge the players' patience by forcing them to repeat an a test they have already completed an arbitrary number of times under the same conditions.
Right. There's good grinding and bad grinding.
Atmos Duality said:
2) Satisfaction of hard work
This also sounds plausible, but again, legitimate challenge (or even a good story) also provide satisfaction, and with much less waste in design.
No. A legitimate challenge is not a form of work, unless it's something that one has been trying (and failing) to accomplish for a good period of time, and there's no sense that one is approaching their goal until they hit it. When they do hit it, it's hit, and then it's over, like instant gratification.
A good story is essential to *any* RPG, but that, by itself, does not make a good game, since many things have good stories, other than games. If you mean, instead, that witnessing story developments is a good replacement for what I'm describing, then I will reply that that also is an instantaneous occurrence, which is had, then ended. It's all just mental or sense experiences that quickly pass away. That's not the same thing as the satisfaction that I was describing, which can only be gotten when effort pays off.
Atmos Duality said:
Skinner Psychology (especially when combined with a competitive element) explains the primary reason we allow ourselves to tolerate grind. As a tool-using species, it's instinctive behavior to appreciate and value payoff for effort beyond the immediate situation.
We're more than that. We can apprehend and appreciate the passage of time, and recognize what effect it has on us and on our emotional state, if we observe it impartially. Because of that, it's often not the immediate situation that matters.
Atmos Duality said:
However, as someone who has considered and recognized the value of time-efficiency and who can distinguish between necessary and unnecessary work, grind is much less of a benefit in design, and is more of an obstacle.
Why? It's that simple. Appealing to developers won't help, nor appealing to the populace. Those don't prove anything. It's just a popularity contest. Just provide a good reason why I'm wrong about this, and I'll listen and consider it seriously.