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Averting level grinding
Some RPGs like, say Dreammaster for the Famicom, feature a limited number of non-respawning enemies per area, which creates a definite level cap for the player, thus allowing the game designers to control each and every challenge. While this approach certainly means that the game cannot be broken, I have a number of problems with using this technique:
1)This approach often makes a game feel very linear. Having a limited number of enemies in an area to gain experience from usually means that the designer intended for that number to be killed in order to face the next challenge (if not, why choose that number of enemies and not fewer?) This means that the player is essentially still grinding, just on rails.
2) Limited resource management can easily create unwinnable situations for the player. If the player has a choice of characters to level up or a limited number of gold to spend, they can easily make foolish or otherwise uninformed mistakes early on which might make their party imbalanced. Depending on how forgiving a game is, the only option might be to restart the game over again and make better choices. This is something that the opportunity to level grind effectively eliminates; in Final Fantasy I you can make it to the end, with a lot of blood and tears, even with the worst possible starting party.
3) Challenges are fun, monotony is not. If every boss fight is an extremely close 'every-turn-counts' affair, the player will be forced to micromanage their resources and essentially memorize the correct path to victory, most likely after many, many unsuccessful attempts. Given the option between fighting a boss until you learn the exact combination of moves to win or leveling up through grinding, I think most players will choose the latter. At least with level grinding a player has something to show for their hours of spent time.
Now, all of these flaws can be minimized with a very clever and forgiving use of this system, but I personally think player freedom is the most important part of an enjoyable RPG experience. RPGs have moved away from the 'railroad' linear path, largely because players have grown tired of having their progression dictated. I know I complained about them before, but today's RPGs feature tons of sidequests, items and optional content that, ideally, is designed to minimize the 'grind' and personalize the game for the player. This approach doesn't always work and carries its own frustrations, but it allows the player to back away from the main story and consider a different approach to the next challenge, something a fixed progression system does not allow.
1)This approach often makes a game feel very linear. Having a limited number of enemies in an area to gain experience from usually means that the designer intended for that number to be killed in order to face the next challenge (if not, why choose that number of enemies and not fewer?) This means that the player is essentially still grinding, just on rails.
2) Limited resource management can easily create unwinnable situations for the player. If the player has a choice of characters to level up or a limited number of gold to spend, they can easily make foolish or otherwise uninformed mistakes early on which might make their party imbalanced. Depending on how forgiving a game is, the only option might be to restart the game over again and make better choices. This is something that the opportunity to level grind effectively eliminates; in Final Fantasy I you can make it to the end, with a lot of blood and tears, even with the worst possible starting party.
3) Challenges are fun, monotony is not. If every boss fight is an extremely close 'every-turn-counts' affair, the player will be forced to micromanage their resources and essentially memorize the correct path to victory, most likely after many, many unsuccessful attempts. Given the option between fighting a boss until you learn the exact combination of moves to win or leveling up through grinding, I think most players will choose the latter. At least with level grinding a player has something to show for their hours of spent time.
Now, all of these flaws can be minimized with a very clever and forgiving use of this system, but I personally think player freedom is the most important part of an enjoyable RPG experience. RPGs have moved away from the 'railroad' linear path, largely because players have grown tired of having their progression dictated. I know I complained about them before, but today's RPGs feature tons of sidequests, items and optional content that, ideally, is designed to minimize the 'grind' and personalize the game for the player. This approach doesn't always work and carries its own frustrations, but it allows the player to back away from the main story and consider a different approach to the next challenge, something a fixed progression system does not allow.
Averting level grinding
author=Dyhalto
I hold FF6 and Chrono Trigger as the gold standard for challenge and EXP rewarding. The basic idea is that a player can progress in a straight line, killing everything they meet, and not have to stop to grind. If they choose to grind anyway, they get some leverage for awhile. If they run from everything, well, shit, you did it to yourself son.
I agree with this, and I found Final Fantasy VII to be another game where grinding was kept to a minimum (though the game was also fairly easy). The genius of 'old school' Square was always that grinding was an option, but usually wasn't required. This allowed players to set all kinds of challenges and restrictions for themselves, and also allowed for less 'hard core' players to have the option of buffing their party up for future challenges. It's always good to have a choice; face the tough boss with a low level party and have every turn count, or spend an hour or more leveling up so that the boss will be much easier? In my opinion, both options are legitimate.
Of course, I can't say I much care for the 'MMO' style of modern RPG, which has so many skills to level up, items to collect and quests to fulfill that they often feel like they are deliberately wasting my time. Ah well.
Favorite Final Fantasy Title
RPGS... you've beaten
Let me think... (because I know everyone is dying to know)
Final Fantasy IV
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Final Fantasy VIII
Final Fantasy X
Final Fantasy X-2
Final Fantasy XII
Xenogears
Xenosaga Episodes 1,2 and 3
Tales of Symphonia
Arc the Lad Twilight of the Spirits
Shin Megami Tensei Nocturne
Digital Devil Saga episode 2 (I still need to get episode 1)
persona 3 FES(on hard mode!)
Chrono Trigger
Chrono Cross
Neverwinter Nights (parts 1 and 3)
Kingdom Hearts
Kingdom Hearts 2
Earthbound
E.V.O.: Search for Eden
ActRaiser
Baten Kaitos
Hmm, still so many to finish...
Final Fantasy IV
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Final Fantasy VIII
Final Fantasy X
Final Fantasy X-2
Final Fantasy XII
Xenogears
Xenosaga Episodes 1,2 and 3
Tales of Symphonia
Arc the Lad Twilight of the Spirits
Shin Megami Tensei Nocturne
Digital Devil Saga episode 2 (I still need to get episode 1)
persona 3 FES(on hard mode!)
Chrono Trigger
Chrono Cross
Neverwinter Nights (parts 1 and 3)
Kingdom Hearts
Kingdom Hearts 2
Earthbound
E.V.O.: Search for Eden
ActRaiser
Baten Kaitos
Hmm, still so many to finish...
Interracial Relations
To an extent everyone has the impulse to stereotype and build prejudice as a response to the unknown, but most people fight against it.
Whatchu Workin' On? Tell us!
Currently converting and reformatting my custom tilesets and resizing all my artwork. I'm still working on my new battle hud and map design at the moment.
I'm coming close to the one year anniversary of my project, and while it is nowhere near finished I have learned a lot about every aspect of game design.
I'm coming close to the one year anniversary of my project, and while it is nowhere near finished I have learned a lot about every aspect of game design.
Favorite Final Fantasy Title
author=flowerthief
XII. It's the one JRPG I loved enough to play through twice.
I think XII is vastly underrated, as its storyline and characters are some of the best in the series.
RPG cliches
A pet peeve of mine is teenagers who, despite being untrained and carefree, are somehow superior to all the adults at magic, sword fighting and whatever other combat abilities exist in the game world, just by virtue of their being the protagonists.
I also hate how virtually every organized religion in JRPGs is basically a thoroughly evil caricature of the Catholic Church, led by an evil Pope, and planning to resurrect some dark God/Goddess. I couldn't believe Final Fantasy XIII recycled that one.
I also hate how virtually every organized religion in JRPGs is basically a thoroughly evil caricature of the Catholic Church, led by an evil Pope, and planning to resurrect some dark God/Goddess. I couldn't believe Final Fantasy XIII recycled that one.
What motivates ya?
I read reviews of TurboGrafx RPGs by the Brothers Duomazov:
http://www.thebrothersduomazov.com/
Learning about all these old RPGs is very inspirational.
http://www.thebrothersduomazov.com/
Learning about all these old RPGs is very inspirational.