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Tuesday, October 07, 2008
 
Learning to Love the Grind
This is probably not the revelation of the decade, but more and more games are adopting RPG-ish elements to enhance their own gameplay. On-screen avatars may be able to upgrade equipment through found coins, and may "level up" as they defeat enemies - making them more capable of defeating ... uh, bigger enemies. I even played a BREAKOUT game the other day with the ability to upgrade and customize your avatar in ways that would once relegate it to the "RPG Ghetto." Except that back then, it wasn't a ghetto, it was one of the hottest genres in computer gaming. But I digress...

The cynical side of me sees this additional "grind" as a lame means for designers to encourage players to replay old areas just to "grind" more levels so they can better deal with harder, higher levels. Re-kill monsters a few dozen times, gain an extra couple of levels for +4 hit points and +10% damage per hit, and then you'll finally get that edge over the end-boss --- at a cost of only one extra hour of repetitive gameplay!

And there's a frustrated old-schooler side of me who sees the very definition of "role-playing game" get dilluted as the every other genre jumps in and loots the genre of its identifying virtues, all the while decrying "role-playing games" as being a "boring" video game genre for nerds only. Of course, then developers keep trying to rush to the rescue of the genre by making it more like the action games the cool kids are playing.

But then, there's the gamer in me.

And as embarrassing as it is to admit it, to a point - I don't mind the grind. I even like it sometimes. I like the regular feedback, and the feeling of incremental progress. The artificial boost to my skill in the game is addictive. It is its own scaling difficulty modifier, in some ways. The bottom line is that it works. It's fun. I find that these stolen RPG elements improve most games. I find myself cheering on that stupid tower - four more enemies and it will level up, becoming an even more potent bastion of defence for my unspecified treasures.

But again - that's only up to a point. When the optional grinding starts dominating the gameplay, it becomes an issue. There's probably a fine line in there somewhere that is different for every player.

But there is something to that whole feeling of "leveling up" and upgrading on a regular basis that really is addictive and fun. Even if it leads to a little bit of grinding.

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Comments:
The grind in an RPG to me is like Solitaire is for many. It is a great and only partially mindless get away for my mind. And like you said, the level progression is addictive. Level progression plus grind is my favorite part of most RPG's, combat always shows me how well I made my decisions on stats.
 
I love the grind, especially when there's a random item sort of element involved. Before you accuse me of being in the tank for World of Warcraft, let me say I am old school. I still think the game that best implemented the random grind was Might and Magic II. There we have it. Thanks!
 
I think grinding is funnest when it isn't necessary. I think we all get a kick out of making our characters ridiculously over-powered. But when a game demands grinding, the charm is lost -- I've stopped playing many an RPG because leveling up became a requirement rather than a boon.

Ideally I think it should be possible to beat an RPG without dedicated grinding (except perhaps killing foes along the way). Grinding can simply be the route for those players who need the in-game handicap (or simply enjoy becoming over-powered).
 
I have to agree with metallimoose. Grinding is "ok" as long as it is not required. It should be an optional thing.

An example I'm thinking of is like the Disgaea games or even some of the Final Fantasy's. You can reasonably expect to get to the final boss without too much grinding involved. Anything past that is extra-curricular and up to the player :)
 
Wow - I thought I was just a freak for this. Sounds like I am in esteemed company. :) I think Metallimoose nailed it too - when it's more a matter of player choice than requirement, then revisiting some old territory and grinding out an extra level or two isn't too bad.

@aelfric - I never played M&M 2 - well, except on a buddy's computer and I didn't play it too far - so I'll have to take your word for it.

@code ugly - And now we have that in almost every game! Ya oughta be happy! :) (Heh - I've been going retro again and playing Castlevania: Symphony of the Night - which also has it - so it's hardly a new trend).
 
@coyote: Symphony of the Night was an incredible Castlevania. The two on the DS are modeled very closely after this one.

What's funny is, I thought I had beat Symphony of the Night, but after playing the two on the DS I have my doubts. They both have fake endings where the game continues on load. I just happened to look through a walkthrough after I thought I beat the first one. :-)
 
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