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HOW TO ADD FUN TO GRINDING?

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I've been trying to come up with ways to make grinding fun, but I can't really think of any. I know a lot of you will probably say to make it so you don't have to grind or shorten the grinding length, but what I am looking for is to add an event to grinding that would make it more enjoyable and not a problem. So do you have any ideas?
Rave
Even newspapers have those nowadays.
290
If your game requires grinding, there's something wrong with your game. Try to adjust skill forces, experience given to player after killing enemies, damage of weapons, so game won't feel grindy.

Don't overreach to the other side of the spectrum though! Game can't be too easy either.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Rave, you missed the point. And no, grinding doesn't make anything wrong, haha that's so retarded.

Anyways, as for a way to add an extra depth to grinding?
Battles should be somewhat intetesting, as well as having sellables. Give a big variety of creatures annnd that's all I got for now.
I'll come back with something better.
Marrend
Guardian of the Description Thread
21806
He never said that the game required grinding. He said he wanted to make the process of grinding more fun. Huge difference.

Anyway, maybe players could trade commodities between towns? Of course, the prices of these commodities would fluctuate a town-by-town basis, but, in the vein of Wing Commander - Privateer (if you've heard of it), the prices are never set in stone for a particular location.

This idea is more about grinding for gold, but I don't know about grinding for experience.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Isn't that what things like sidequests are good for?

One way I'd suggest is having a somewhat expanded world: if you just follow the basic plot, it's smallish and linear; but if you meander and explore, it could offer little rewards. That way, grinding can be as simple as going back through an area and seeing what other things it has to offer.

Generally, the big problem for grinding that I have is that it's so darn repetitive. If there's a supplementary goal, then it becomes a lot more tolerable.
I was thinking maybe add special events that can only happen when your grinding. Like a quest that can be repeated, but gives out different rewards each time.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There are two definitions of grinding that people use, but they mean very different things:
1) Doing the same task multiple times for rewards
2) Gaining power before moving forward in the game

Which of these are you referring to, before we get too far? They're connected ideas, of course, but many of the ways of making one of the two more fun will often involve disconnecting it from the other.
Sailerius
did someone say angels
3214
You don't add fun to grinding. You remove grinding in order to add fun. The two are mutually exclusive.
I think the Earthbound route makes them a bit more fun. That is, if you are a sufficient level higher than the average level of the enemy group, they 'die' and you get the experience and loot without actually having to battle. Of course, these were on-map enemies, so that helped code it.

Another way is to make enemies degrade over time - if you get stronger, they should get weaker so that you can clean them up faster.

Making strategies also helps. Say one enemy is the natural predator of another and they both appear in battle, the predator could attack the tanky other monster and help dwindle it's health faster if you don't hit the predator. Then, as long as you didn't aggro id, it leaves the battle, since it ate it's full and is no longer hungry/willing to battle.

There's a lot of things you can do. Change up your battle system in some way, shape or form.

Personally, I think the best way is to give more experience out-right so the player doesn't need to grind just to continue with your story. Or at least give them an incentive to battle without making it too hard. For example, if a potion costs 200 G and you get 12 G per battle you deserve to be shot. Why? Because going through about 18 battles just to buy one potion is pathetic. However, if you give enemies a high chance to drop potions and sellables, which can also be used to make potions with alchemy, it becomes more interesting fighting monsters because you know you will get something back for the time you invest in them that will help you fight more of them.
If you use two potions per battle and receive one potion and two items for creation the majority of the time, you will eventually come out ahead of your 2 potion expenditure. Add in a rare drop that allows you to make a super potion eventually, and you've given the player a reason to want to keep grinding aside from the experience. (Note that when I say rare, I do not mean SUPER ULTRA RARE. Those are annoying as hell unless they're completely optional and not necessary to progress. Progression drops should never be super rare. They can be normal, but with a need of more than one, though.)
The only way that i can think of grinding being fun is having the choice of increasing the dificult and the reward at the point in the game that i feel the need to grind.

Let's say i'm stuck in the save point at the end of a dungeon (and i hope that includes full heal/mp). I'd rather spend that grinding time fighting boss minions that the normal monsters... because they should give better exp/money and somewhat carry information of the boss fight (minions that heal are a big treat for example).
Reducing monster max hp and chance to drop good equipment will solve the problem. Other than that you could use Final Fantasy XII Chain system, bigger the reward, bigger the fun.
Since we're ruling out re-balancing to avoid the need for grinding...

Side Quests. The objective should never be leveling/collecting. Give the player a concrete purpose, and dump a lot of exp-yielding shit between them and the goal. You can use the opportunity to flesh out your characters personalities via some optional events, or just drop a good old fashioned Ring of Agility in a chest. Either way, the player should come away with 2-3 levels without having felt a burn.
Wikipedia says grinding is "a term used to describe the process of engaging in repetitive tasks during video games". Usually it means a character repeatedly killing AI-controlled monsters using the same strategy over and over to advance their character level and access new content.

author=Sailerius
You don't add fun to grinding. You remove grinding in order to add fun. The two are mutually exclusive.


Ah fooey, you're one type of player. Other players find grinding fun. Like me, sometimes. Sometimes you want to do the same thing over and over again because it feels nice to have a pattern. It becomes more tolerable when the repetitive action requires skill to get right, and if you do it a little bit wrong, then you get a little punishment. Which means that the more you do it, the better you get at it. That's when I believe grinding is most fun.

It's like lifting weights. You're lifting the same weights over and over again, and it feels like a "grind". But you know that the more weights you lift, the more you get stronger. So even if you don't like lifting weights at the time, you'll endure the short-term pain for the long-term gain. Sometimes players derive pleasure from knowing the fact that most people will not endure the same short-term pain of grinding for long-term gain, and will take satisfaction in that.

To put things short, I don't think grinding should be a source of short-term "fun" but rather a sense of achievement and satisfaction at the end of it. So I believe that the real question you should ask, is not how do I make grinding fun, but how do I make grinding rewarding.

In that case I, as the developer, would make sure that:

  • The player knows what grinding will achieve before they start grinding

  • The player has at least some visual/instinctive idea that while they are grinding they are getting better

  • That the grinding will be filled with cycles of hard boring work, and a sense of reward after


In that sense, grinding will become rewarding, and the fun will be in the satisfaction that you have earned after grinding, not whilst it is happening.
Well, the trick I'd argue is to make the act of grinding itself enjoyable to preform. Games like Disgaea are freaking built around grinding, so you can take that path of allowing the player to get to ridiculous levels of awesome... and expecting them to do so, perhaps even having fun with them along the way in terms of story and encounters.

Another method is what the older golden sun games used - it's fun to grind in them because the battles are all about spectacle. This part's a bit more difficult. You need to have a powerful impact on the player - flashy visuals, powerful sound effects, etc. Just being pretty doesn't cut it - ask Dark Dawn, the third entry into that series. Boring as hell, and not satisfying at all.

But arguably the best way to make grinding fun is to hide it. As Dyhalto pointed out, sidequests are a great way to do this, as are optional dungeons to explore and things like filling out bestiaries. By adding objectives for the player to reach, you disguise the act of grinding as the act of questing and exploring, and who doesn't love that?
Making grinding something unconscious, a nice solution (and a form of hiding the grind, to boot)

For example the more recent the Final Fantasy title (i stopped at 12) the more engagi ng the skilltree-ish features become, such as the license board, sphere grid or even FF5`s jobs. They make grinding more fun because at the same time you`re repetitively killing enemies and doing the same tasks, you are unrepetitively developing your characters and experimenting with the new skills you just got.
The skill system in star ocean for example also gives depth to grind. You level up, get skill points, spend in Kitchen Knife and suddenly you`re marveled with the new things you`re able to cook (wich is also grinding by itself)

Making grinding engaging and dynamic, having it connect with the rest of the game`s mechanics can wreck with the repetitiveness. Please note that none of the examples I cited are prime examples, they could, and should, be much better! Do better than them.~
I don't know how grinding can be fun when grinding is pretty much like working in a job. Sure, jobs can be interesting, but ultimately, they're the same thing over and over again like grinding.

Unless there is a huge reward for grinding. Just like how you do jobs to earn money, there has to be a satisfying reward for grinding, but not too great to the extent that you need it to beat the game or something.

Which is why, like Sooz said, that's what side quests are good for. When you're doing those quests and then fighting monsters in the process, you're actually unconsciously grinding but at the same time still having fun.
author=McBick
but what I am looking for is to add an event to grinding that would make it more enjoyable and not a problem.


Diablo. Loot.
a lot of people say grinding isn't fun but apparently those people haven't played xenoblade

i have never played a game where i hit the endboss 10 levels over levelled on my first ever playthrough. i only did this because i had so much fun grinding. what made grinding fun?

firstly, battles were fun. this is a must. i would shuffle my party around to see what would happen and in doing so gained a looooot of levels!

secondly, there were a lot of incentives to exploring: quests, items, seeing more of the beautiful scenery. along the way, you killed a lot of monsters! it just kinda...HAPPENED.

i also just had great fun punching faces as i got more and more op so
Addit
"Thou art deny the power of Aremen?!"
6394
I used to loathe grinding in some of the earlier RPG’s when I was a kid, especially if the battles were mostly turned based and had you constantly tap the X or the A button to select the same attack option over and over again. That is, until I discovered the magical prowess of real time combat where grinding isn’t so much of a royal pain anymore thanks to faster encounters and usually offering up some sort of a bonus reward if you managed to achieve certain battle requirements, like defeating a certain number of enemies without taking a direct hit. That was always cool.

I suppose the best thing you could do to make grinding not so much of a chore is either tone down the amount of necessary encounters the best you can by adjusting the amount of EXP and currency each monster gives out to you or you can give out special bonuses for achieving certain feats in combat, like defeating a certain number of enemies within a certain time limit.

There are plenty of creative ways to make grinding a lot more enjoyable. Not to say that everybody around here hates grinding for long periods of hours in an RPG, as a lot of people do like that sort of thing, but I’m not necessarily one of those types of people, at least, not anymore. I’m at an age where my grinding pants have officially been put out to pasture. But I don’t really mind grinding so much if there’s somewhat a purpose behind all that battling, like extra endings or additional content, or such.

Star Ocean: Till The End Of Time did a good job in this by having a bonus gauge rise up the more times you fight in a row and not take a critical hit, and it would offer up such things like double currency or triple experience points. Super Mario RPG: The Legend Of The Seven Stars also made grinding a bit more fun by providing bonus flowers that would sometimes let you play a gambling mini-game for double the coins or experience points – and then there was that star you could collect in some of the stages to level up really fast…

I think you just need to play your own game and feel for it yourself if it’s truly satisfying or not to just sit there and battle the same enemies over and over again for more than an hour each stage of progression. Like I said, some people don’t mind grinding so much but other people do. Try to find a nice happy balance between to two.

author=Liberty
I think the Earthbound route makes them a bit more fun. That is, if you are a sufficient level higher than the average level of the enemy group, they 'die' and you get the experience and loot without actually having to battle. Of course, these were on-map enemies, so that helped code it.


Oh yeah – I nearly forgot about Earthbound, as they handled over-excessive grinding just perfectly with the instant win screen. Although it isn’t that much of anything, at least you don’t have to fight the same weak enemies all the time after clearing a “your sanctuary” spot, saving you time AND frustration.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=LockeZ
There are two definitions of grinding that people use, but they mean very different things:
1) Doing the same task multiple times for rewards
2) Gaining power before moving forward in the game

Which of these are you referring to, before we get too far? They're connected ideas, of course, but many of the ways of making one of the two more fun will often involve disconnecting it from the other.

I'm just quoting myself here because McBick never answered me and this is kind of extremely critical to the discussion

Like, the suggestion of sidequests is good for improving grinding according to the second definition, since it's a non-repetitive way of gaining power, but by the first definition it's not grinding. At least not unless the sidequests are repetitive piles of shit. And I'm pretty sure that's the definition most people mean when they talk about it. And according to Thatbennyguy, Wikipedia apparently agrees.

So let's use that one I guess?

By this definition, gaining 30 levels before the final boss doesn't necessarily involve grinding as long as you never do the same thing twice; all the optional sidequests that become available before the final dungeon of a typical JRPG are enough to obtain an immense amount of power, but you can't automatically call that grinding. On the flip side, completing a single linear dungeon that you're required to complete for the main story can still involve grinding; it's extremely repetitive and boring when you have to fight the same group of three Imperial Footmen and one Imperial Archer fifteen times during a dungeon.

Can you make this fun? Yeah. I think it mostly involves making it not be the only thing you're doing at the time. The more other things you're doing while grinding, the more fun it can be. If you're just gaining XP and gold, it gets old fast. If you're also simultaneously collecting crafting ingredients for five pieces of equipment, earning AP for 42 different pieces of materia, solving the Riddler's puzzles, completing a dungeon map by fully exploring every screen, building a Kill Chain to increase your rare item drop rate, trying to five-star each of the battles for maximum rewards, and attempting to keep from waking your cat who's lying speead across the top of your controller sound asleep as you're trying to use it, the fact that the battles are all basically identical isn't going to bother you nearly as much. You might not even notice it. (I haven't figured out a way to program the cat into my games yet though.)

I mean, outside of bosses, Arkham Asylum and Arkham City both only have like six or seven different enemies in the entire game, right? They give vital EXP which you must earn a shit-ton of to stand a chance against the later battles! At what point did you get tired of grinding these same enemies? For me it was not until around the time I had damn near 100%ed the game.
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