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IS GRINDING A FLAW IN RPGS?

Posts

arcan
Having a signature is too mainstream. I'm not part of your system!
1866
Hey bro I'm just trying to get the story straight and I've never heard of a game that restricts grinding.
tardis
is it too late for ironhide facepalm
308
author=arcan
Hey bro I'm just trying to get the story straight and I've never heard of a game that restricts grinding.

woah up brother, i wasn't talking at you on that one! (:
my bad there
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=tardis
author=InfectionFiles
^ this is some mad entitled bullshit in itself


also i'm not sure you understand the definition of 'entitled'

lol, I know what it means, I just thinks it's hilarious that you say what he said is bullshit then continue to spew fourth bullshit yourself.
everything here is just bullshit opinions. :D
author=tardis
oh stop semanticsing bro

or can you not recognize royal 'you' and were you under the impression i was attacking you personally aghaghagh gams

No actually I wasn't taking that personally, but since you don't seem to care about my opinion
author=Felix20
Warning: this post contains opinions, please use discretion when viewing this post!In other words, I might be completely wrong about everything so dont take my word for it :P
I'll just stop arguing about it now.
Grinding is not a flaw, it is the esscence of our souls. I love grinding in games, as long as it is effective.
Lot of good opinions on this. I am firmly in support of the following:

A) Fight the minimum number of battles in the game (including not running away from random battles if applicable), no grinding, and bosses should be challenging but doable for a good player that uses his head. Fight all battles leading up treasures and other secrets (not necessarily full-on side quests), no or minimal grinding (perhaps just to get money or resources for upgrades), and the game should be doable for a normal player. In all cases, make grinding possible but obviously not required.

B) The player should be allowed to play the game in any way they see fit. The auto-battle destruction is funny as hell, but it's probably true that auto-battle shouldn't be included in the game in the first place. So what if they are bypassing your intricately-designed battle balance or puzzles? They are finding their own way to enjoy the game, that is all that matters.

C) If people like to play so much that they grind, reward them for it. Maybe provide resources for optional content like mini-games or equipment or stat upgrade systems. Adding optional difficult content would also be cool (SUPER BOSSES).
author=Felix20
author=Crystalgate
I don't mind the idea of Barbatos, but I think you should be careful if you implement an anti play-the-game-in-another-way-than-intended feature. Punishing the player for playing your game in a way not intended will make doing so less fun for them. It will however not make playing the game as intended, any more fun.

while I dont entirely disagree with you I'd like to point out that a Game Over screen doesn't usually make a game less fun.
so why should Barbatos (unless of course he's imposible to avoid which (i think) he isn't) :)

With another way than intended I mean playstyle, not playing less skilled than required. However, for those who the game over screen actually intervenes with their playstyle (i.e. they don't want to improve their skill and rather just move on,) getting a game over does make the game less fun. Of course, for those who do want to become better until they can beat the game, the game over screen isn't a problem. Those people are however playing the game as the designers intended.
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=tardis
author=cho
i don't think it's anyone's place to criticize how people play a single-player game.
yeah this. even as the developer, you have no business forcing everyone who plays your game to enjoy/experience it 'a specific way' because any other way they might enjoy/experience it is 'wrong.'

As developers it is our job to guide people to play the game in the way that's the most fun. In fact that's basically our only job. If you don't have a better idea of what's fun than the average player, you probably shouldn't be designing gameplay. Most people simply play the game that's presented to them - they don't consider the different ways to play the game and try to decide which one is more fun, they just pick the one that the game seems to be guiding them towards. If the game rewards them for grinding, they will grind, and then they will not have fun. Your job is to keep them from not having fun.
rabitZ
amusing tassadar, your taste in companionship grows ever more inexplicable
1349
author=LockeZ
...they will grind, and then they will not have fun.


I think in this post has been established that some people DO have fun grinding :)

I think players should not be ENCOURAGED to grind, but neither should they have to be PUNISHED for choosing to do it.
I think, what has to be considered is that grinding should be carefully balanced so as not to significantly disrupt the normal difficulty if included (i.e. you grind for 40 minutes and then proceed to completely obliterate every enemy, even bosses who are supposed to be hard.)
no

--

OK, longer response. Grinding's not a flaw, per se, it's just something that happens... I think I tend to dislike games where I feel I'm required to go grinding for levels without feeling a sense of advancement (unlike Persona 3/4, where I usually gain enough levels just moving through the floors of a dungeon even though they're pretty identical to each other and bland) and where I can't just assign the computer to handle gameplay for me (unlike Tactics Ogre or FFT, where I can spend minimal time on the game setting up AI for the fight and then let it run for awhile). I have a hard time maintaining interest in 'hardcore' RPGs (I'd include Etrian Odyssey games, the main SMT series, or even DQ games) because for me an increased 'difficulty' only translates into dumping more free time grinding for levels so that the difficulty is actually manageable. Why *not* play an easier RPG if it just means leveling up faster and saving me time to do other crap?? Makes sense to me.

Hey, let me change my original answer: yes. Grinding, like I described it above, is a flaw in RPGs (assuming whatever I dislike about RPGs has to be a flaw with RPGs). But there's plenty of sucky RPGs that deliberately *avoid* grinding: I hate-hate-hate Final Fantasy 13's stupid graphics-tunnels, and I hate how I find the game difficult yet the game seems to take deliberate steps to prevent me from grinding, only because, on a very deep and personal level, the game truly despises me. Aaaaaand sometimes, if a battle system is a lot of fun, I'll take time to do grinding when I don't have to, like when I stayed put in Final Fantasy 12 in the desert areas for hours killing the little desert-people, grinding to unlock cool new powers on the license board and to make tons of extra dough.

facesforce
Grinding is not a flaw, it is the esscence of our souls.

no wait YES this is the right answer. that's my final answer.
tardis
is it too late for ironhide facepalm
308
author=Mr. Y
I have a hard time maintaining interest in 'hardcore' RPGs (I'd include Etrian Odyssey games, the main SMT series, or even DQ games)

you ought to give SMT: Strange Journey on the DS a try. i found the balance to be really ace and the play to be not actually all that hardcore. it's not super easy, but if you're smart about how you play it maintains a 'still-fun' level of difficulty without too much 'manditory' grind. i've never been a huge DQ fan, and i have yet to really get into EO, but SMT:SJ was an awesome game for me. some of the earlier SMTs were kind of too heavy for my tastes, but Strange Journey really seemed to achieve a good balance on a lot of levels.

plus there was still room for grinding if you really wanted to, and it could be pretty rewarding- training up demons to fuse with other demons to get a third type of demon that knows some cool skills that you can then use to pummel crap with. fun stuff.
battle system spoiler/hint:
if you can get the Energy Drain skill, hold it tight and never let go. it is broken as all getout. absorbs big amounts of HP and MP from the enemy, so it's a perpetual motion machine of pain. oh, and nothing resists it. have fun with that.
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=Mr. Y
I hate-hate-hate Final Fantasy 13's stupid graphics-tunnels, and I hate how I find the game difficult yet the game seems to take deliberate steps to prevent me from grinding


Funny, this is exactly the thing that makes FF13 one of my favorite RPGs of all time. The total removal of grinding means that the game actually has the ability to be difficult. Difficult! A commerical RPG that I actually got multiple game overs in! Unbelievable! I play a LOT of RPGs, and I can count the ones that I've gotten a game over in during the past ten years on one hand. And FF13 is one of only two (along with Dragon Age) where it was due to actual legit difficulty, not bullshit gimmicks like area instant death spells or monsters that are 40 levels higher than everything else surrounding them. FF13 used lack of grind in exactly the right way - to create real, unavoidable difficulty, so you actually have to play the game and get good at it to win, instead of being able to spend time in place of skill.
tardis
is it too late for ironhide facepalm
308
so wait, if i understand you right your logic is gameovers = good game?

i'm going to make a sweeping generalization and say gameovers suck and nobody enjoys them. even when there are workarounds (you keep your levels/xp/macguffins/etc) to keep you from losing progress, it's a dead end in terms of game design. you can always find a better alternative to a gameover screen. like in the pokemon games, you just find yourself back at the last pokemon centre you visited and get to keep going from there. maybe that means slogging through some places you've already been, but it's a hell of a lot better than *ominous screen* uh oh *reload save*

more than anything seeing gameover screens/the like in modern games(especially modern rpgs) bugs me, because honestly there has to be some better alternative to dropping all the immersion you've built up like that.
It's a philosophical difference rather than an objective difference really. Some people dislike the hand-holding and non-difficulty of games today with frequent checkpoints (Prince of Persia no-fail mode), no loss losing (Vita Chambers in Bioshock) and auto-adjusting difficulty levels (level-scaling). It's all about how you approach games. Some guys want a challenge other wants an experience. At the extremes these two are on completely different sides and are unlikely to ever find common ground. Basically you can't make a game that caters to both.

Personally I tend to prefer not dying. But it also depends on the games. There are games where I would be completely taken out of the game if I didn't fail. (but preferably not RPGs since to me those are all about the the experience and I almost think that challenge shouldn't even enter into it!)
author=LockeZ
As developers it is our job to guide people to play the game in the way that's the most fun. In fact that's basically our only job. If you don't have a better idea of what's fun than the average player, you probably shouldn't be designing gameplay. Most people simply play the game that's presented to them - they don't consider the different ways to play the game and try to decide which one is more fun, they just pick the one that the game seems to be guiding them towards. If the game rewards them for grinding, they will grind, and then they will not have fun. Your job is to keep them from not having fun.

I could argue that if a game is well made, it rewards you for progressing. You get more story and you get to fight new enemies instead of the same old ones. Also, if you want more power, progressing is usually faster than grinding. The further you progress trough the game, the more exp enemies will give you. Sure, you lose time by going trough the cutscenes and towns, but when enemies give you 600 exp instead of 60, you will quickly win back the time you lost by going trough non battle events.
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
I do admit I strongly dislike being sent back a long way when I die - I can understand having to repeat the challenge I failed, but having to repeat the ten challenges before it is bullshit. That's part of why dying is so acceptable in FF13 - it's functionally identical to running away.

I don't necessary like my games uber hard. I don't mind if they're easy, sometimes. But if there's no chance at all of me losing, then there is, in the most literal sense, no game. In action, adventure, etc games I never have this problem. I'm sure part of the problem is that I've just gotten too good at RPGs. See also: add difficulty levels, yo.

This has kind of tangented off into a difficulty discussion, but I think that's okay, because difficulty and grinding are two extremely closely interrelated topics. You can't touch one without it affecting the other.

author=Crystalgate
I could argue that if a game is well made, it rewards you for progressing. ... if you want more power, progressing is usually faster than grinding. The further you progress trough the game, the more exp enemies will give you.

Yeah, this is absolutely true, and it's the ideal situation. The problem is that so often it doesn't happen, because the designer includes sidequests, or bounty hunts, or item synthesis, or collectible power-ups. This is what I mean by "guiding the player". These kinds of systems say to the player, "Hey, here's a part of the game. You should do it, unless you don't care that you're skipping part of the game." And people don't want to skip part of the game, they want to experience whatever the game has to offer, so they do all this optional crap. And then they're way too powerful.
@Crystalgate: Ok I see your point.
I was thinking that, in the case of Barbatos at least, the "anti play-the-game-in-another-way" feature is easy enough to avoid so it seems no different than ordinary hazards in the game (I'm not very good at explaining this am I :P)
FF13 handles Game Overs very well. You die? You can try again with access to the menu in the meantime for bosses or you just get kicked out of the fight for regulars. I know I abused that to avoid fights I didn't want to do (Retry is the same as Game Over and you can do it at any time, getting kicked back out onto the map and then you can try to avoid whatever enemy attacked you). I hate losing progress and FF13 didn't have any of it and more games need to be like it.

It's kinda like Ultima where dying isn't a Game Over, you just get ressurected (with the rest of the party dead iirc) with an EXP loss. You never lose anything else when you die and it's handy when you're in the middle of the Underworld in Ultima 5 after finally getting a Shadowlord Shard with everybody but the Avatar dead and you're nowhere close to the escape dungeon. You do lose progress if you're still trying to get somewhere but at no point do you ever have to go back to your last save.

Thank god. Ultima 5 can be brutal.
What was the topic? Grinding? Oh yeah.

I've set things up so grinding is a bit of both unproductive and productive. I'm a fan of letting players play the game how they want so that means they can grab an elastic band and macros and autogrind all their way to level 10 against Bees if they want. I use some mechanics that do give smaller rewards for grinding (mostly as a consequence of the mechanic rather than the goal):

- The level cap will be your buddy you find long before the game is done. A cap of level 10 (where every character learns their final move which I assume the player has access to when balancing the end game) means you just can't grind twenty levels past the intended level to beat the game at.

- The EXP curve is mean. The EXP to reach the next level doubles (except level 10, which is more "kinda doubles" so I can have a level 10 EXP of a specific number). Getting low level companions up to par is easy and quick and grinding off Bees to level up takes... a while. Stat gains are also constant, you'll get the same stats from level 1 to 2 as level 9 to 10. It's easier to progress the game and fight stronger enemies that give a lot more EXP than Bees.

- Gold will always be scarce. I don't mean having to grind gold just to equip yourself with the latest gear because the latest gear will always be end game gear. All towns are available at the start of the game, provided you can reach them, and their inventories don't change over time. Theoretically the player could walk over to FinalCity and buy DragonPlate+1 in the first five minutes if they could afford it. It's a lot of Bees to kill but it is available.
(Well, kinda. You need vehicles to reach some cities and you have to make those available, some through $$$ others through quests)

Of course you can also just get quest rewards, check the right world map square that gives the MYSTIC SWORD, or monster drops. I don't have a plan of addressing grinding monster drops at the moment but I'd like to have one.


In a way I ended up switching what people normally grind for :v
Ocean
Resident foodmonster
11991
author=Crystalgate
I could argue that if a game is well made, it rewards you for progressing. You get more story and you get to fight new enemies instead of the same old ones. Also, if you want more power, progressing is usually faster than grinding. The further you progress trough the game, the more exp enemies will give you. Sure, you lose time by going trough the cutscenes and towns, but when enemies give you 600 exp instead of 60, you will quickly win back the time you lost by going trough non battle events.

While this is true and that definitely can be the case, if the 600 exp enemies are tough, people might just stick with the 60 exp ones since that would be a safer way to go until they are strong enough to take on the 600 exp ones. Or if the battles with the 600 exp enemies takes far longer than the 60 exp ones. Maybe the 600 exp enemies love doing annoying statuses and the 60 exp ones are really simple to kill, so players might prefer to just fight a bunch of the 60 exp ones rather than deal with the 600 exp ones.

I generally like players to be strong enough, even with some difficulty, to generally get through the main game with natural levels. Just basically fighting every enemy you come across without going out of your way to seek more. Of course some challenges elsewhere for the players who are completionists. I personally like to know what level the developer expects me to be on, not just having me guess and hope I'm at the right level. That way if I wanted I can purposefully go above or below it if I either want it easier or harder. "Level 6 Imp, oh no I'm only Level 3! I should catch up!" type of deals.

Games like Final Fantasy 5 and others have more incentive to fight than just "Catch up to the enemies level". There you can learn new skills, get more abilities to transfer over, and even master a class. It is not the only way to do it, but something like that actually gives players a reason to want to seek out fights rather than just "Fight more until you're Level 16, then you can beat the boss. Until then, you can't".

Another thing is if you have touch encounter system for example, that if you have way too many enemies on the screen, players are more likely to just avoid them. The less enemies around on the field, the more the players will want to go ahead and fight them. Put 2 enemy groups in a small map for example and players will generally fight them both. Put 100 enemy groups in a large map, and then players will usually be more like "ugh" and just run right through it and only fight when they get cornered and can't avoid it.