Post by JustVine on 2022-05-17 17:07:06
Didn't you just describe your own definition of grind?We have not received permission from Percimes to share the quoted post.
"Grinding: doing a repetitive task because it's required to get to the next step in any endeavor."
Doing an easy task over and over just to upkeep the item that you need in order to progress.
Oh I guess I have a much different concept of what grinding is than some other people here.
Grinding to me is 'any form of content in a game that isn't directly tied to the most rewarding or most challenging content that is still required for progression or gaining economic power.'
'Doing a repetitive task' definitely comes into play but I would not, for example, call 'having to fight this dungeon boss over and over again to get best in slot' equivalent to the type of 'grind' that comes to mind when I think of 'grinding'. Since first of all, a good boss design should make it such that it doesn't feel that repetitive, and second of all it should be 'the point of the game.' Bosses are supposed to be the spectacle show pieces that push you and your team to the limit. To call them 'grinding' just because you have to repeat them to make some form of advancement is not something I can agree with.
Things like bosses, raids, and sieges are top end content no matter what part of the gear plateau you are at. It can be repetitive if designed poorly, or if you lack incentives to specialize, skill up, and make choices. It still isn't 'the grind' in my opinion though. It's just 'poorly made top end content'.
Where as I think we can both agree 'fighting a bunch of mobs for mats for gear repair or crafting' is definitively grinding. I think what Percimes was trying to get at here is to them what makes a grind 'good' is that it's 'something one can specialize in and get a unique result as opposed to other possible grinds that could be specialized in to get a different unique result.'
And that is actually why I think making enemies more dynamic and challenging, and making the players actions effect the mobs responsiveness in some way is key to making a grind good. It stops feeling like filler and feels like an actual activity. Add a mechanic where you get to clear slightly faster by fighting the mob skillfully and now we are 'cooking with gas' as the kids say.
For gathering otoh, something I think we both can also agree is literally 'grinding, artisan profession edition' PvP works as a way of making encounters unpredictable and it creates a similar effect. Now gathering is an activity you have to gear and prepare for and have reasons to bring friends along. Where as in most other games it is just 'go to point a and press x for a bit. Wait on your character animation to finish and repeat until you need to move on to point b.' If you don't want to fight you are still incentivized to gear and prepare to avoid said fights and minimize losses.
I think making mobs 'trash' and making pve activities 'inherently lacking in player to player conflict out in the field' are some of the core mistakes in today's mmo design that make people bored with the genre.