That's a good point. A game with lots of grinding can be made difficult by simply making the grinding difficult.Rainbow_Dashtruction said:It depends. I feel ATLUS is god damn brilliant at this. Look at Persona 4, unless you know how to exploit it (which every Man and his mother claims is obvious) the game throws absurd amounts of encounters at you between bosses. BUT, it doesn't throw checkpoints, nor does the checkpoints heal you. This is very important, because it means you are constantly struggling to manage your leveling, your SP because your god damn useless without any, your HP and your dating sim remaining days which are precious and painful to lose but losing one can restore every other problem...but you lose precious social link days by doing so.
The latter, not the former. Any time you do the same thing multiple times, in order to achieve some advantage, it falls under what I've heard people call "grinding."Cybylt said:It feels like you're calling a learning curve or perhaps leveling as a whole and grinding the same thing, and they aren't.
Dragon Quest's grinding was of the most basic sort, but it wasn't the worst that I've ever seen grinding done, because at least there was some sense of progression for your character. I've seen RPGs where levels made far less of a difference most of the time.Cybylt said:What I would call grinding is certainly a bad thing. Look at Persona 1, you have a random encounter every two or three steps in dungeons in that game and by the second dungeon you have to run through it three or four times to be able to take on the boss simply because the game can't properly balance them to a reasonable level range. Or the older dragon quest games where you had to walk out of town, farm slimes and go back to town to heal for three+ hours, and only then would you not get one-shot by the first dungeon's basic mobs.
Because it's an RPG. Sure, it's nice when the player can be directly involved in the choices of your character's moves (Chrono Trigger, Shining Force, etc...) or in the action itself (Secret of Mana, Kingdom Hearts, Beyond Oasis, etc...) but engaging with the player is simply not the purpose of an RPG in the way you're suggesting. The player becomes engaged in the world of the RPG because he/she becomes engaged with the *character.* The *character* faces challenges and overcomes them, and this is rewarding to the player as well, because it gives the player a chance to step outside of themselves for once. It's simply not the purpose of an RPG for the player to improve, but for the character to improve.Cybylt said:The game doesn't get any more difficult, or require increasing skill on the part of the player, it's not giving greater intellectual stimulation or thought, it simply demands your numbers to be higher.
Again, you're attempting to co-opt the word "fun," as though the things I find "fun" don't matter. It won't work.Cybylt said:Nobody's asking to be handed everything at once and blow through it, they just don't want a time sink between the parts of the game that are fun or actually matter.
As for events that "actually matter," it's a video game. None of this matters. The objective is that we enjoy it, and if I enjoy spending time training a character to make them stronger, why is that a problem?
No, in a grind, you're not on a white screen. You're doing the same action multiple times, in order to gain some benefit.Cybylt said:Another way to put it: Would you watch a movie that made you watch six hours of a white screen between every act? That's what a grind is.
I have no problem at all with there being *more* to role playing than this, just so long as there isn't *less.* Yet, so often, they remove the stat-leveling, or include it mainly as an afterthought, as though it makes no difference at all.Fox12 said:Interesting, but I would contend that there's more to role playing as a character than leveling up their stats.
Agreed, but only with respect to the third one; the strength of the story. Player choice and player urgency are just ways to make the player feel more involved in the life and quest of their character, and certainly, they serve their purpose, but neither one is as important as the feel of the character experiencing improvement, and gaining rewards in exchange for their work.Fox12 said:Player choice, player urgency, and the strength of the story matter more.
Sounds like my kind of game, though I'm sorry to say, I've never played it.Fox12 said:In Dark Souls your character is a blank slate, allowing you to design their personalities, race, and beliefs. It's similar to Bethesda that way. The difference is that, while you can soul farm (grinding), the game expects the player to improve along with the character. Even more impressive, they manage to make all of this fit into the narrative of the game.
This is a problem with the *pacing* of the game. When a game stresses urgency too much, forgetting that it's an RPG, and training will play a central part in it, absurdities like this creep in.Fox12 said:Does it really make sense for the cast of ff7 to stop in the middle of a shinra base so they can workout for three hours?
Sure it does. Cloud has been training hard, and now he can hit the enemy harder than he could before. Indeed, if the character himself doesn't gain greater power, either in this area or some other, there is no character progress at all.Fox12 said:And does it really show character progression when when the only thing that changes is that Cloud now does 500 damage instead of 200?
I won't say that makes the game "not an RPG," but it's certainly much less like what I want to see in RPGs.
Lots of games have good stories these days, and many of them, without character improvements, or with only minimal character improvements, are not RPGs. You don't need to play an RPG to get a good story anymore. These features are not unique to RPGs, nor should they be allowed to interfere with the core gameplay mechanics of an RPG.Fox12 said:If the story and writing is good enough, then the focus should be on either the protagonists or the world they inhabit anyway.
That depends.Fox12 said:I don't think relying on player skill somehow robs the protagonist of their central role
If you mean "relying *only* on player skill," then yes, I do.
If you mean "relying on player skill *as well as* having character skill improvements," then no. I really don't.
Remember, this is a video game, not a book. The game's story may be great, but it's the gameplay elements present that ultimately determine many things, and this is one of them.
In real life, some tasks are harder or easier, on the basis of the level of your skill in that area. RPGs are just taking that to its logical conclusion, by allowing difficulty of some tasks to be dependent on numerical values, associated with the skill of the character. These numbers are usually associated with fighting skill, but not always, and in my view, RPGs are at their best when they have *many* skills to grind, such as the Elder Scrolls or Quest For Glory series'.Fox12 said:Keep in mind that I'm not against leveling up as a concept, I'm against having to stop what you're doing in order to meet arbitrary level requirements. There should be more to difficulty than what level you are.
Agreed, and as I've said before, it's possible to do grinding well, and to do it poorly.Fox12 said:If a game focuses on player skill then it typically allows for more complex boss fights that require more thought and strategy, as opposed to simply hitting the opponent harder than before. Improved enemy A.I. and more complex boss fights should be encouraged. Dark Souls does this wonderfully, and I don't think it's any less of an rpg because of it.
Sure is, because you worked hard, and were rewarded for it.Olrod said:Putting in time and effort to work towards being able to blast through the next few stages in a God-Mode-esque way is very satisfying.
Truth be told, I sort of agree, but only in theory. By this I mean that I almost never notice the difference between the two, since if a game will let me grind, I grind.Olrod said:Having to put time and effort in just to be able to survive the next Boss encounter is frustrating and bad game design.
I did find it more realistic, so if the goal is total realism, then yes. It adds something.Atmos Duality said:If you say "yes", I have nothing else to say except "well enjoy your digital bowel movements".
However, unless the point of the game is indeed to be realistic in that sense, I wouldn't waste the time adding it. However, I do love when games require you to eat and sleep, and sometimes, when they require you to drink. It's one of my favorite things about the first "Dark Cloud" game.
Exactly, and in the same way that this would be a fallacy, it's also a fallacy to say that because most games omit bathroom breaks, they should also omit character-training.Atmos Duality said:Slippery SlopeThird, 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.
Omission of one facet does not imply omission of all, otherwise there would be no game.
Actually... That's false. In fact, games are *not* a luxury. Anyone can make a game with a pencil and a piece of paper. I designed one myself using OpenOffice Spreadsheet and two Word Documents. I haven't finished ironing out all the rules for monsters yet, but it's got 8 attributes, dozens of skills, a virtually limitless ceiling for gains, ten armor types, at least six types of weapons, not counting hand-to-hand, and a combat system with custom rules for charging, shooting, gaining advantages based on the terrain, and the distance from the enemy. I haven't quite ironed out some of the monster mechanics and content, but in every other respect, it's totally playable, and I did it all without paying anyone a cent.Atmos Duality said:You don't see many TV repair or sheep shagging simulators. Gaming is a luxury in the free market.
So I ask; why is my game to be treated in an inferior way to actual RPGs, if they can't offer half of that?
Right, and the precise cost will vary depending on the *kind* of detail desired. Sadly, many game companies tend to prioritize detail of *graphics* over other details, which matter more and cost less.Atmos Duality said:Like the setting and mechanics.
Of course, there's a limit, as determined by what is or isn't a necessary level of detail for a given production.
Why? Because there's an added burden of cost associated with the added level of detail desired.
Because that's what an RPG is. If the character isn't being played *as though the character mattered,* you're not really playing a role, and therefore, there is no "role-playing" going on.Atmos Duality said:Why should the character care? They aren't real.
If you aren't "training" the player in use of mechanics or rules (or challenging them), then why bother?
I provided several examples in the OP. Check it out.Atmos Duality said:You had better distinguish then, because until you provide something that does so, there is no such thing as "good grind".
"Grind" means "doing the same activity multiple times, in order to gain a benefit."Atmos Duality said:As "grind" specifically refers to "arbitrarily needless repetition".
Super Mario Brothers isn't an RPG, and no one's stopping you from playing a non-RPG if you just don't like RPGs or how they're played.Atmos Duality said:Super Mario Bros never felt the need to mandate a minimum score to progress to the next level.
That's not true at all. Lots of activities aren't work. Sleeping, for instance, or breathing, or thinking, or talking, recreational reading, watching a movie, listening to a book on tape, going out for a bite to eat, etc, etc, etc...Atmos Duality said:Except there is work, or effort involved in everything we do.
Then you shouldn't have brought it up.Atmos Duality said:Story has absolutely NOTHING to do with grind, as grind is a purely-mechanics centric element.
I certainly don't think that the repetition in grinding needs to be mindless, nor the time spent in it arbitrary. There are many good ways to grind in a way that demands intelligent thought (the Elder Scrolls and Shining Force games come to mind,) and as for it being arbitrary, you have a set goal, which you want to accomplish, and through performing the same task multiple times, you gradually accomplish that goal, recognizing your changing capacities as you train (for better or for worse.) That's far from arbitrary.Atmos Duality said:That's true, but true "personal" progress must come from recognizing our changing capabilities as we grow older (better and worse) and experience life. If games aim to emulate that even at its most basic level, mindless repetition and arbitrary time wasting is NOT acceptable.
Yet you're here on a message board arguing about something that will probably make no difference in the long run. I've never insulted your intelligence, have I?Atmos Duality said:Why? How about the fact I am aware that I have a finite amount of time to live and thus have a greater appreciation and value for it?
That's part of it, yes.Atmos Duality said:I don't want "instant gratification", because without challenge or build up there's no purpose.