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   The reason behind the dreaded grind
 Category : Industry, ideas?   |  Game : Default  
  Views: 522  |  Post time : Mar 15, 2008 11:20 am  | Comments: 6  |  Bookmark
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Grind: the constant state of repetitive action in order to gain experience to level. Usually consists of killing weak mobs for low experience for a long period of time. Tends to take hours or days in some cases.

This horrifying feature is usually seen in F2P(free to play) games which are running ramped lately. Most people sit behind their keyboard highly annoyed when they are trying to gain that extra experience to either get another quest, or equip a new item when they are just so close to doing so. Maybe a level or two away, but the mobs they are fighting or the filler quests they are doing only give them very little experience over all forcing them to repeat the same process over and over again.

Time and time again this can be the reason for a person to quit a game: The grind was to heavy, and too noticeable. The problem that is seen mostly in industries when they produce games is balancing the grind. For one you can not have the grind be far too noticeable or you will not get as many members in your game that you may like. At the same time you can not have there be little to no grind or there will be virtually nothing keeping the person playing unless there is an outrageous new feature to the game. In other words if someone can reach level 100 in one day, or even the cap level(the highest level you can be in said game) within the first day they play they will have no real reason to keep playing because after a few days or a week it will become extremely boring.

When it comes to F2P games the reason behind the grind, and the only good reason most industries place it there is to keep people coming back. They make it just hard enough for you to level that you don鈥檛 get so frustrated you just quit, but at the same time you don鈥檛 think the game is too easy and figure it to not be worth your time. The grind is to keep people coming back for more short and simple, and it may be annoying but without it we would not really have a reason to play the games. If of course you play to gain levels which in most games that is the general point, on top of finding out the story and creating a new and interesting virtual life.

Once again the problem is the balance of said grind. There are games where it is just insane how heavy the work load becomes due to the grind of it all. However they try to hook you in by other means. Such as Maple story a game with very cute graphics that attempt to distract you from how large the grind is due to the low percent of exp one gains from killing mobs. The quests are the only thing that really help on that game. It is still all too noticeable. With that much said there are ways to help avoid noticeable grind that companies, and the industries should take a huge look into.

Example 1: Story line

No matter how sooty the graphics of the game are if you have a great story line you can keep people coming back for more every time. Most people playing games do not really read most of the quests to follow the story because they are dazzled by the graphics, but these two can be swapped out. In addition if your story line is good enough people will be anxious to get to the next part and rush through the grind probably not even realizing that is what they are doing only because the story is so exciting, breath taking and mesmerizing. This is done in Final Fantasy X as well as the next example



Example 2: Game play

If the game play of a game is too basic, like point and click for every single thing I.E. even for skills then the grind becomes so noticeable only because simple clicking wont distract the player from anything at all. Think of a console game for this that institutes levels, think of a good Rpg. For example Final Fantasy X the grind was hardly seen because you were so concentrated on what skill to use in the fight, what items you needed to do this and that, and where the story was going. The game play within using those skills, collecting items, and exploring various maps to find secrets distracted from the grind so much so that it was unnoticeable.



Example 3: Revolutionary ideas.

This is pretty basic and simple to understand yet extremely difficult to accomplish. Revolutionary ideas are tactics, abilities, or new features put into an MMO that has never been seen before. This will make it near impossible to notice what is going on with the grind. The best example of this that I have seen so far is Mabinogi, and Lunia. Both games have different styles of play, for Lunia it鈥檚 the whole comic based story line, and arcade battle system. For Mabinogi it鈥檚 the story line, graphics, diverse gameplay, fighting system, part-time job system, and a whole orchestra of things.


Mabinogi:

Lunia:


In conclusion the grind is placed there to keep people coming back to games, but can be over done or under done depending on the game. Sure there are other features that can keep you coming back, but lets face it we all need a little grind in our gaming life.
~joy to you all
~Paradox(Destruction)

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Comments  
Zalcryz
Mar 17,2008 12:50 pm

there is one thig you forget which is really the main reason to the grind...Cash Shops they make grind so people will want to buy in example double exp cash items or special weapons that will help kill faster that is the main reason i mean if they could take the grind away and still have people buy the cash shop items you would mot likely see less grind well in my opinnion but not all grinders sell exp items in the cash shop but most do.
clarinetis
Mar 17,2008 9:14 am

for me grinding is fine as long as there are many things to do other than it. so we will always have something to do when we got bored of grinding. for example in domo, it is a really grindfest mmorpg i can say, but we can do many things other than grinding when we got bored of grinding
Layce
Mar 17,2008 9:12 am

As all the factor that u mentioned above, I want it all! Without anyone of them,I just wont stay long. Story,gameplay,ideas,all of them is undeniable important to any and every game.

But grind never can be the factor to keep the player coming back. Never! Many people misunderstand and misused the meaning of grind. Grind suppose to happen when there is a boss or quest which currently the level is not enough so we grind a few rounds of previous monster to raise the level,and turn back to kill the boss or finish the quest. But now no matter when,where,or what happen,grind happens. There is no boss in front of me,but i still have to grind becoz of just want to up a level,so only one word...WTH?

So do anyone realy understand the difference of what is a PURE GRIND and ABUSIVE GRIND? in my though pure grind is a grind when we not enough level to do something, and abusive grind is a grind which force u to grind everywhere and everytime.
lean
Mar 17,2008 12:20 am

I'm quite agree with this one: "Game play"
Because we know not many MMORPGs can have a good storyline such as World of Warcraft. But besides this feature, I think the most important one is Gameplay. Find more features that ppl can do other than grinding. That's it!
ArchDragoon
Mar 16,2008 8:42 pm

i agree with your points.i just wish "the grind" was more commonly based around story. strategy and story keep me returning to games, especially free ones. but when youre focus is to repeatedly kill meaningless enemies for no reason other than to level up within the next several hours, that majorly sucks. currently im playing 2moons and im not minding it too much because of the high level of pvp and pk to be aware of. it keeps me mildly distracted from the grinding. although, with little to no real story its difficult to keep logging in sometimes. the main reason i continue is because some of my rl friends play and i want to keep up with them lol. but definately story and strategy (actual thinking opposed to button smashing or repetitiveness) is why i do or dont like games. um, i guess thats my 2 cents? lol.
BunnyRhea
Mar 16,2008 8:05 am

*Giggles* Good job love! Recommended again! <3
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