OK So I have been playing with the Isometric option on the new BYOND Beta. Been having fun playing with it. I might have a reason to invest some time on BYOND now.
I have a question though. I know a lot of people dislike the grind. But at the same time, I know a lot of people who enjoy collecting things and some people (god save them) enjoy even the grind.
I am trying to think of a way to introduce a ORPG that allows those who want to grind, to do so, but at the same time, offer a style of gameplay that doesn't feel wholly repetitive and a grind.
One option I was thinking of was by allowing players multiple ways to grow characters. But then it occurred to me that it's just different kinds of grinds.
Then I thought perhaps I wouldn't incorporate character growth based on killing and exp points, but instead on actions done and equipment found. But then I realized players would just be grinding actions or grinding for equipment.
Any ideas or input?
ID:265948
Nov 7 2009, 6:41 am
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In response to Sariat
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Heres my 2 cents on this.
Randomness of Interactions: Title says it all, make every "grindable" aspect provide a random output every time or make time even random. Example, Runescape(waste of time anyhwo) as your mining, rock explodes(player is excited well lol -grind factor 1). Basicaly make the game like life, expect the unexpected ... mob/proc/mine() |
In response to Rapmaster
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No, that's stupid. That's grinding, with an extremely occasional random event. It's not eliminating the grind, nor is it making the grind any better.
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In response to Jeff8500
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which game would you prefer however. Only games that dont have the grind factor are non-leveling games where your real life skill is what improves so in a sense every game has a grind factor i totaly contradicted myself there -.- anyway you know where im gettin at
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In response to Rapmaster
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Not really. The grind can be avoided by leveling only via quests, etc.
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How important is it you see your progress via numbers and such? I have been thinking about making it so that while you can tell how wounded you are, you can't actually see the numbers which decide your stats.
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In response to Ham Doctor
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Ham Doctor wrote:
How important is it you see your progress via numbers and such? I have been thinking about making it so that while you can tell how wounded you are, you can't actually see the numbers which decide your stats. I think this is how all games should start moving. In our game, Submerged, all of the stats are hidden. You will have a visual representation of how much damage you have had and so forth, but there will never be any numbers given to the client. It keeps the focus on the GAME rather than the stats. I love this idea. |
Its one of the oldest Questions in game development history.
In truth, there is no way to eliminate the Grind, it will always exist in some form. The reality is, if you want people to not realise it, you have to create the illusion that it isn't there when you full well know that it is. I'll try and list some examples of grind in "professional" games: Gran Turismo: At least until 3 A Spec (the last one I played) GT had 3 types of races: a) Your car is way too slow, even on a perfect race the rest speed into the distance. b) The only level where skill is actually required, the only way you get 1st place is through a perfect race, no crashing, no slow downs. c) Your car is way too fast, even if you crash on every corner, its top speed and acceleration means your an idiot if you manage to lose. The fact that AI cars in GT seem to follow the same line, one behind the other is a visible grind. You can eliminate the appearance of it by making it out that regardless of whether your car is slow/fast there is always one car that is seemingly competing with you, because it cheats to benefit either the AI or you depending on whether you are winning or losing. Final Fantasy and every other RPG game in existence: Regardless of whether you are playing a basic exp>level system or a action>stat increase system, you still have the grind. Games such as FF 1-6 have virtually no forms of side-quests/minigames-they are pure grind, yet FF 7 break up its monotone combat by adding minigames that you can later play again. FF8 (and to a lesser extent FF9) had the card game, which you could stop at virtually any time during the game (even when you "urgently" need to save someone :p) to play someone at cards which could then be used again somehow to help you back in combat-land. So you try to hide it, make things look less like the grind, more variety helps, if you got item collection, make sure each item has its own appearance; maybe even a detailed description about its "history" which has absolutely no gameplay involvement at all. If you have some sort of mining/job grind, you might want to make it into some sort of minigame (copy digit or something :p). Just invent something else to do. |
In response to Acebloke
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I had to just comment that Final Fantasy 6 had several side quests. Involving quests, items and even characters.
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I was thinking about this the other day since I want to try making a small RPG -
one problem is giving credit for the type of action your player is doing. It doesn't seem to make sense that if a player levels up in some random skill like smithing, they should also be really good at combat. On the other hand if any of the actions makes your character level go up, people who didn't feel like fighting all the time would not get beat up by others of the same level I'd say if you really want to eliminate a certain grind don't include it. If you think killing hordes of monsters isn't going to be appropriate, you can still include combat but don't make it so important. Perhaps high level characters will have more abilities but everyone could be on roughly the same page, making it more strategical. What I mean is that levels wouldn't just make your character stronger (imagine character at level 5 has 20 hp and character at level 15 has 300 - not balanced at all) so perhaps people wouldn't get things like hit points increase, crazy defense increase, or crazy damage increase. Instead they could just get more specialized skills which would still make you more powerful but a newbie would be able to do almost as much damage and withstand as much punishment as well. One feature I'd like to see is awarding players experience for exploring new areas. I like the idea of hiding the numbers but at the same time, there is something pleasing and fun about the "economy" of these types of games. It allows you to directly analyze the workings of the game - say, this weapon has low damage but steals life, while that weapon can do a lot of damage but is less accurate/easy to hit with. In a game with no numbers this would be pretty hard to understand right off the bat. People might end up doing things like investing in equipment that's not actually that great. So once again, if you remove the numbers from player's view they should also be less of a consequence on the way the game plays out. |
In response to Jeff8500
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Well if you think of leveling through quests, that still seems like a grind.
1) You get quest. 2) You finish quest. 3) Gain experience. 4) Do it again. Same concept as finding enemies to kill. No matter what you do it will still be a grind, the best way to make the grind better would be to make it interesting. I understand what Rapmaster was saying with the random events, which does introduce a nice bonus to certain aspects of game play. Although it is just the same random events over and over again. If you look at hunting for example, In a basic ORPG, you go out to the field find some randomly spawned and randomly moving enemies then click/press button to attack them. After they are dead, you loot whatever is dropped, then off to the next. Now if you made combat more interesting by adding in different attacks, combos, critical hits, chances to dodge, etc., just things to make combat with each enemy not seem the same. You would have to make everything balanced though, so that there isn't a 'best' attack etc. but have it so you can improve in certain places of combat. With enemies have them have unique AI for different types of enemies. Take undead skeletons for example, they are made of bones and are probably resistant to some magic seeing how they are raised through some magical force. Using that knowledge you can make them more vulnerable to crushing attacks from hammers/maces and less vulnerable to magic. Things like arrows probably have a far less chance of affecting them (could go right through the rib cage!) and blade weapons can easily slip off the bone surface. Now being a skeleton by nature they are probably have a hard time walking without all those ligaments and muscles, even with the magic, they probably walk slower than most creatures. A resurrected skeleton probably only has one purpose as well, to protect whatever summoned it. So if they are protecting a necromancer, and you decide to attack said necromancer, the skeletons will probably have the instinct to rush to the necromancers aid. Looting can also be made more interesting. Say you just killed a wild boar. Instead of just dropping boar tusks, boar meat, and boar hide you would need to have a knife or tool for extracting those thing from the corpse. Not only would this add an extra step for looting, but the player can also gain experience in the appropriate skill for this task. Skills can have extra elements that make them more than just gain a level in the skill and you are done. You can have a system where gaining 5 levels in one skill may lower another skill by a level. At first you may think WTF? Look at it this way though, realistically if you spend a span of time learning one thing that requires thought (ie blacksmithing) you will probably become a little more sloppy somewhere else (like tailoring for example, can't thread those needles with charred calloused hands very easily). These ideas are kind of vague, but the message I'm trying to get across is that you need to make the grind interesting. Come up with ideas to make it seem like every point of experience was actually a challenge to get, and required thinking instead of mindless button tapping. |
In response to Mareth
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If you think of going through levels in a platformer in your odd way of thinking, then that's a grind, too.
Quests have stories that should be interesting, and tasks that should include some interesting content, like battling a special monster with a certain weakness, or solving a rubik's cube-like puzzle (though much more difficult, rubik's cubes are way too easy to solve with a quick Google search). |
In response to Jeff8500
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If you need to write story to cover up your crappy game design, just write a book instead. Half-assed story is not a solution to a half-assed game.
The solution to the "grind" is the addition of new game elements which require a learning process in order to adopt them into your play. Learning is generally what is considered to be "fun". |
In response to Garthor
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Personally, I find the quests the fun part of an RPG...
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It's not the fact that you grind, but HOW and WHY you grind. I found that I enjoy games with multiple things to grind rather than a straight-forward level race.
Games with trade skills and a story that provides quests or objectives are much more enjoyable than one that is purely about leveling. Allowing dungeons for certain levels along the way with story progression definitely catches interest, even if the story is far fetched. On the other hand having trade skills and limiting them enforces some sort of player interaction, which can also reduce the feeling of solitude. Allowing partying and having some group objectives that aren't required will also turn some of that grind into something more enjoyable. I doubt there's any way to remove the grind from a game completely, otherwise there wouldn't be any progress. The main thing you want to focus on is allowing players multiple directions. This way when you actually start feeling the grind (or before you feel it), you can jump to something completely different for the time being. |
In response to Jeff8500
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I agree. The only "learning" I like to do is about the story or learning the location of ancient treasures, etc... Besides, I think the original concept of an RPG was as an interactive story. The story aspects just got overshadowed by combat aspects and statistics and later multiplayer.
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It keeps things balanced, and with a little tweaking to your individual game, it could definitely help out a lot.
But as far as other ways to do it, mini-games haven't really been utilized too much on BYOND or anywhere for that matter.