If there are any aspects of Role Playing games that have the potential to polarize their players grinding is likely to top that list. Some gamers soak up ever ounce of it while others cringe at the mere thought. One thing is certain though - if you want to get anywhere in an RPG you will have to grind.
[img width=400 height=500]http://chicanery.fibergeek.com/wp-content/uploads/2008/07/grind.jpg[/img]
Before even looking at how this gameplay mechanic is used it is important to understand the meaning of the term in question. To grind can be defined as sharpening by abrasion, but could also refer to being oppressed, tormented, and crushed. Two totally different meanings, but they are both so appropriate to describe a Role Playing game staple. By looking at the definition alone one can see where the polarization occurs. Repetitively battling enemies to gain new items and levels both hones the skills of the character while tormenting the player with a seemingly endless chore.
When looking at Western RPGs and their Japanese counterparts it becomes apparent that both treat grinding differently and implement it for unique reasons. Western Role Playing games, for the most part, and most notably, Skyrim, utilize this gameplay element as a reason to explore the game's world and mythology. In doing so the player can completely bypass the main plot in order to gain full freedom to discover hidden items peppered throughout the land that colour the game's lore. Grinding is absolutely optional but is in fact an added incentive for the player to try to enhance their gaming experience. In this case the act of grinding becomes synonymous with discovery. The treasure is out there should the player choose to seek it. This ultimately contributes to greater immersion by offering players the uncover the game's secrets.
[img width=700 height=392]http://bensrpgpile.com/wp-content/uploads/2013/01/larg_r52_chest.jpg[/img]
Japanese RPGs, on the other hand, exploit level grinding in a very different manner. The role which grinding plays becomes a critical component of the game and the development of characters' statistics. This is all well and good on the surface, but it can have deleterious effects on the player's view of the game as a whole. By forcing a player to repetitively perform the same task, be it battling or playing a mini-game, he or she can actually lose sight of the plot and the primary objective of the game. This will usually result in forgotten plot points or even player resignation leaving the game to never be played again.
While leveling up in such a way often feels like a chore the tedious act does have underlying benefits. Evening out the playing field, especially in preparation for boss battles, gives the player a chance to develop skills - both strategic concepts that can be used in-game and improved character techniques - that allow spikes in difficulty to be overcome with less frustration. The same can be said for grinding in multiplayer online RPGs as well. By level grinding the player can keep up with fellow gamers and gain access to once unattainable areas or items. However, in typical Japanese fashion, grinding is not just a shallow game mechanic. It ties into a state of mind which is associated with overcoming life's hurtles.
[img width=500 height=333]http://kodjoworkout.com/wp-content/uploads/2012/01/life-obstacles.jpg[/img]
The way JRPGs use grinding adequately reflects both meanings of the word. The honing of one's talent will translate into the dominance of oppressive barriers. Much like studying or training the body, grinding carries a special philosophical weight along with it. Father of the Japanese RPG
Yuji Horii claims:
In the real world there are so many difficulties people are facing. Sometimes, there are no rewards... at least in the game, we want to make sure they [players] will be rewarded. In Japanese style you have to try, try, try - and then you can finally get a reward. It is like climbing a steep mountain - you have to keep climbing, climbing, climbing and then at the end you finally get to the top, and you see the beautiful view.
In this way level grinding reassures the player that their time and hard work will pay off. Be it the acquisition of superior items, the improved statistics, or the pleasure of defeating more powerful enemies, this gameplay mechanic in fact teaches players to not lose hope in their endevours, more importantly, that with persistence and determination any goal is achievable. Despite being very taxing on the player, grinding levels and equipment is a backbone of the RPG genre. It is implemented in many games and in as many unique ways, but its philosophical teachings and in-game rewards make the experience so much greater. So keep trying, keep climbing those mountains because whether the experience comes in the form of points or fond memories, nothing comes without effort.
I've played so many grind heavy RPGs, and as long as the battle system is enjoyable I don't mind. In many cases I use it as an opportunity to make the rest of the game much easier, as I really like being able to tear through the game with over-leveled characters.
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I agree with Duke. I love running through a game with over-powered characters. I don't want to think about how many hours I spent grinding though...
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Yeah, grinding doesn't bother me at all. I bought Dragon Warrior on the NES on release, so it may have something to do with being an older gamer and this just being part of the process. I've never thought of it as a burden, but more like an essential and necessary part of the game.
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I'm in line with everyone else. I enjoy over-leveling my characters and ploughing through bosses. But I think that this is more of an issue faced by younger gamers who don't have experience with games like Dragon Warrior or other grind-heavy RPGs... The whole instant gratification thing that's everywhere these days.
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@Fleach: The experience that I have with grinding is there's two distinct versions of it - gradual reward and instant reward. Gradual reward basically checkpoints you along the way, whether it's stat boost, equipment, levels, etc. Instant reward is spending a certain amount of time doing a task before you receive the investment in it.
...I hate the instant reward system, especially in the iteration of it in achievements for the new consoles. One of the initial launch titles for the Xbox 360, Quake 4, released with an achievement of playing over 5000 Ranked Matches. Considering the time investment for this (15 minutes per match * 5000 Ranked Matches, which equates to 1250 hours or 52 continuous days of playing, not to mention the matchmaking and setup times), only to receive your reward after completion of this goal (instant reward), it's not a grind I feel is rewarding.
I was fine with grinding for stat boosts in Final Fantasy VII, since I saw a gradual ROI for my efforts. I just can't stand spending MONTHS grinding without a reward.
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I'm fine with grinding as long as it doesn't remove me too much from the game. Nebulous, yes, but not long after I start to see through a game is when I turn it off for the day.
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i don't mind some small grinding, especially if you can spread it out a bit by doing things like fighting every battle and never running from any, for games that have that option. it's when you have to literally spend hours and hours walking back and forth over the same small section, fighting the same enemies with the same strategy, just to be able to progress, that i really hate it. when it gets to that point, i feel like the designers upped the difficulty not to challenge the player, but to artificially increase the playtime through grinding. overall i'm not a fan of it.
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Thanks for sharing your thoughts guys! And thanks for bumping this up to the front page. I didn't think it was front page material but it's appreciated.
@techwizard: I guess you don't have much interest in the first Dragon Warrior game then. That game is a grind-fest. Lots of walking back and forth fighting the same guys. But it doesn't feel like it artificially extends the length of the game because if you're not careful you might go to a new area and get your butt kicked.
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@Fleach: that's what i meant, the difficulty of the bosses or areas ahead of where you have to start grinding.
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If the battle system is good I fucking LOVE to grind. I sometimes spend the first 20 hours just grinding. I always over level as I just love it. I'm a sucker. The only thing I don't t like are random battles. I love many games with them,I just prefer not to have them. I recently p;ayed and loved the ever living hell out of Blue Dragon and leveled to 99 and even maxed out I kept going and landed 3 million gold by the time I was done lol
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i def enjoyed my fair share of grinding. I can distinctly remember grinding though Chrono Trigger on SNES and listening to Collective Soul CD on repeat. Ha I do have to agree that in some games it taking so long I forget where I have to go next in the game and spend hours trying to figure that out. I have stayed away from a lot more recent RPG and stuck with platform games. They take up less time as well. I'm working three jobs and don't have too much time to devote to RPGs anymore
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I enjoy the examination of the different cultures you presented here, Fleach. The distinction between gameplay philosophies of eastern and western game designers naturally extend to all genres, but it is perhaps most visible in RPGs.
It's also quite telling how the difficulty of games were altered across regions to 'accommodate' the market, especially in the Famicom/Super Famicom eras. I've recently imported games just to examine such features, including the Famicom Castlevania III (well, also the upgraded music and graphics.)
Great topic, as always. ![Smiley](http://www.rfgeneration.com/forum/Smileys/RFG/smiley.gif)
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I'm happy that you enjoyed my article, slackur. You're always in the back of my mind while I'm writing.
The different outlooks on grinding is really interesting and I was intrigued how JRPGs make it necessary while WRPGs offer it as an optional thing. My reading stemmed into this article.
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