The definition of grind that I'm using is "Grinding is a term used in video gaming to describe the process of engaging in repetitive tasks."
I see a lot of people who complain about it, but I'm not sure what should/does/could completely remove it.
In resource gathering, you're gonna have to get x resources a considerable amount of time. This would be considered grinding.
In crafting, you've got to create things in order to get better. Even in my favorite crafting games you had to create more than just a single item to advance.
In combat, you've got to kill things in order to advance. The more you kill the more experience you get. In many games you don't have to kill the same monsters over and over again, but a lot of people do for the simplicity of it. A sort of self imposed grind.
All of these things sound like grinding to me.
If you remove the grinding from resource gathering, crafting, and combat to name a few, do you simply remove the need for these things? Do you just get all the resources, skills and experience without having to work for it?
What's the alternative?
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Better to stay in single player adventure-action games instead.
Other way is put in more gamble element . For example Diablo loot table .
I like to have options, and to choose what I do. Then grind doesn't bother me as much.
Once upon a time....
I feel the only solutions are variety and the randomness of real people who can impact you in some way.
Some gamers think the leveling process is a grind to get to the PvP/Raids, so why not have the option of starting with a max level character.
Some just play for the story so give them XP boosts so they don't need to do the filler quests. etc.
Once upon a time....
People don't have a problem repeating the same content if it's fun.
MMORPGs at their core are about progression, and there will always be a grind....just a matter of what flavor you prefer, and how long (or tedious) you can put up with.
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Once upon a time....
I think the key here, and this is perhaps the most viable way to go, is to have the story evolve. Even change as old stories end.
It would help a lot of this adventure left it's mark, too. That would allow for old adventures (plot lines) to be made use of for new plot lines based on them.
So, in short, an evolving world with constant new evolution in plot taking place.
Edit to add: I'm thinking in terms of world wide plot lines rather than simply player character plots, which are just story lines (as in "quests"). World wide plot lines add more meaning, add "win" in a form of a race to solve, interest in the evolving world where the old can still mean something to the new, evolving lore, player fame, player self determined "story", etc.
Allow players to also do their own choices of "grind" as they proceed through the adventures of a much more interesting world.
Once upon a time....
Same ol' same ol'?
That's what everyone wants, right?
It's certainly what those inside the industry want. They don't have to risk failing at something they didn't copy and re-skin.
Once upon a time....
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
UO in it's early days (notwithstanding it's rampant PKing) had those events based on a plot line, had "secret locations", rares, player run events, house decoration, etc. Those things kept the game feeling fresh.
Edit: I think the ideal MMO would do that sort of thing, but add to it. UO was made with a small team compared to today's MMO's. I think a bigger effort in that sort of game world, plus an answer to PKing (hell do without it entirely), would be an exciting and interesting game to play.
A Sandbox world with ever evolving story, all sorts of things to do, choices, choices, and choices.
Once upon a time....
Most modern mmos have quite a lot to choose from in order to level up. So if you are grinding it's probably because you decided to.
And so far as the time required, that's also a lot shorter now most of the time.
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Some real life examples of grind words are "work" and "chores" - repetitive activity referring to things that need to get done in order to obtain the result. Because they are repetitive they tend to be boring, thus earning the negative connotation of the words that describe them. Lots of people don't really like having to get a job or they don't like the job they do/have. But it pays the bills so they do it.
In games, there are activities that produce progress or increase power and which also require effort. This is the game equivalent of work, or grind. In a game though, you don't have to work. You don't have to worry about paying the bills or eating or any of the real-life penalties of being broke or unemployed.
This is actually a lot of freedom to explore or gather resources in a way that's enjoyable. If we get locked into thinking that it has to be all about power increase or progess, we end up in the same kind of negative rat race as real life and the fun goes out the window. ymmv
Solo quest (instanced and usually a variety of kill or fetch quests). Group (instanced queue), Raid (instanced queue), PvP (instanced queue in a few flavors). Most of this is fairly repetitive and leaves no room for the players to do things outside of that box.
Imo yes there could be ways to make every aspect of a game somewhat fun,not not haha fun but enjoyable,seems devs are just either really dumb or are more focused on a fast game to start making money rather than a quality game.
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If you add "laborious" or "rote" to "repetitive tasks", you have your answer.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
(Of course there are always a few exceptions. But speaking generally, primarily.)
Once upon a time....
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Yes it is what players do. But part of that is the developers leading players in the direction of linear, grindy gameplay. And part of it is the players being habituated to it because of real life and previous game experience. There are alternatives but it means really looking around and opening up to see them.
A lot of these type of activities are actually more relaxing than fighting. I find when I'm fighting in game (even if it's not challenging) I get more intense. Especially in games with real time combat. In a turn based combat I am far more relaxed since there are pauses in between. Fishing can be a relaxing activity. So can things like traveling around the world (time consuming), boat rides, and sitting recovering, or other activities (just like in real life).