I like seeing other people's point of view on this subject.
Grinding to a point is basicly old fashion, or as some say it a way to streach a game out to play it longer, r make it seem like the game last longer when really you spend 3/4th the time leveling just to fight one boss, wash,rinse and repeat. This is the only type of grininding myself i dont like. The type i enjoy is more the MMO/JRPG format, as in really stupid drop rates for a (usally you need just 1)item you need as example,lol. I like the reward feeling when i finally get it. I dont mind having to run something 10+ times, im looking at the end result.
Another example would be Demon Souls. To do everything you have to play the game 2-3 times. (Every time crushing your own soul for the little mistake you would make causing you to die...again,lol) This though, was an enjoyable grind. Which i had no problem doing.
In the end, I prefer more of the JRPG over the WRPG, WRPG's are just way to easy, no challange and most of everything is laid out for you (I know this isnt true for all WRPG, but for most yes).
also.....
There is even grinding in FPS (Prestiegeing sound familiar? :p )
i_have_skills
Games really play on the concept of time and effort versus reward. Something that takes more time and effort should yield greater rewards. Poor game design creates a poor balance of these elements. Great rewards for little time and effort cheapens the reward. Too much time and effort for a low reward makes the player feel cheated and often frustrated.
Old school games, especially platformers inflated their difficulties with trial-and-error style design. many of these games are quite short if you land every platform and enemy perfectly - which takes great effort. But small mistakes will cause you to start a level all over again or worse, significantly increasing the time it takes to get through a level or the game. These games took alot of time and effort to beat.
The general trend in recent gaming (last 8 years or so) has been heading towards rewarding more for effort rather than time. Quests or objectives tend to be shorter and yield equal or better rewards than they used to. This leads to some people perceiving newer games as easier. But they aren't really. They are just balanced and designed better.
What you are experiencing is the nostalgia of old school gaming where a greater expenditure of time was required for *any* kind of reward. You've equated the two and have come to accept that as normal and feel that the rewards feel less if less time was given, even if the reward was actually the same.
There isn't anything wrong with that. Its simply flawed design in my opinion and harkens back to the type of time/effort/reward design of much older games. Thats why i call it antiquated.
I wouldn't necessarily call prestiege in CoD as grinding, but some players can think of it that way - which makes prestiege flawed in my book if players perceive it to be so. FPS typically tip the scales to reward effort much, much more than time. The nature of its design promotes that style of design. its why alot of FPS games are so short. The leveling system was added as a way to reward time invested as well as the effort you'd normally put in. No matter how bad you are in CoD, you can reach level 70.
But anyways, im getting a bit off topic. But i think thats the main reason some people enjoy certain types of really grindy games. I tend to analyze heavily games i play which tends to make me enjoy some games, but really dislike others.
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