Today, I'll be discussing on the topic of the word "grind" in videogames and touch upon the points in "Role-Playing Games (RPGs)" that led to the notorious word associated with modern day Massive Multiplayer Online Role-Playing Games (MMORPGs). This post is a response to Simon Ludgate's post on Gamasutra titled "Grinding can be fun!" which started as a reply on Brice Morrison's blog entry A Necessary Evil: Grinding in Games which is also on Gamasutra. There is just too much to say after I read the article, and so here it is.
Source: http://trickster.ntreev.net/Download/WallPaper/2 |
"Yes, I'm going to talk about the grind in Tetris. Tetris is, by this definition, purely a grind. You do the same thing over and over again (move a block to the bottom of the map to delete "lines") in order to progress (to get more score). You grind to get a score and, once the game is over, that's it! You have your score! Care to do it all over again from the start? There's some parallel here to be made about Tetris "grinding" and WoW "grinding", I'm sure." - Simon Ludgate
Reading that one paragraph threw me off on a loop and made me question whether his definition of grind is the same one MMORPG players use:
"Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or non-entertaining gameplay in order to gain access to other features within the game, or to allow the player to "grind" better/faster." - Wikipedia: Grinding (video gaming)
Source: http://maple-story.me/page/2 |
Simon is right about Tetris that all the player ever does is drop blocks down to form a line; however, he fails to mention the dynamics in gameplay and core concepts within Tetris as opposed to the monotonous task of "watching" the player's character killing the same spawn of enemies in a single area within World of Warcraft (WoW) which doesn't even apply any longer since they changed their game design. Tetris has one specific goal of "getting the highest score possible within the limits of the player's ability before they lose." Between the time the player starts the game and gets the "Game Over" screen, the player has to think fast and strategically on where to move, what piece fits best in each situation learned from past experience (assuming the player has played more than once), prepare for what comes next and foreseeing what the placements will look like and how it would be best solved. There's actually a lot going on inside of our mind when playing Tetris and requires a lot of cognitive work. It allows the player to think, react, and use skill to progress through the game. When the player "loses" or get the "Game Over" screen, they get the satisfaction or is "rewarded" with a "High Score". I am not going to use World of Warcraft as an example since I've heard that the grind is unnoticeable anymore after years of updates and expansions. I will instead use my own experience in MMORPGs as an example. This might not apply to the two games I'm about to mention anymore either since they both also have gone through a lot of improvements and updates. My experience with Maple Story was the epitome of what grinding was all about. I started playing the game when it first came to North America in 2005, and during that time there were barely any quests that changed the pace of the game or progressed the game any faster with experience points (and if they did it was to kill 500 of the same enemy type). The first 10-20 levels were bearable and pretty easy to level up to, but the game became quite difficult to progress after a while. I found myself sitting on a ledge where the enemy couldn't touch me while holding down the attack button until my character leveled up and was able to go to a higher level area. This was only done so that I was able to move onto the next area to progress through the game. The problem is that I end up doing the same thing routine when I get to the new areas. The game became predictable and the player loses sight of what to look forward to since nothing really changes or becomes exciting. I had the same problem with Trickster Online (pictured above in the beginning of the post) when I played and began to receive quests that had me kill 30, 50, 100 enemies of one area only to have me do it over again (and again, certain quests repeated 3 times from the same NPC). It wouldn't have been so bad if the combat was intuitive or interesting requiring skill or thinking. Unfortunately, the combat was clicking the enemy once and waiting for the enemy's life bar to drop down to zero with the occasion of the player using a potion or skill to speed up the process. Unlike Tetris, as Simon didn't point out, an MMORPG doesn't have a specific goal in mind for the player such as getting the highest score possible and is rather based on the experience the player has when playing the game. The game doesn't end and tell the player they have the highest score, only to keep doing what you did before and hopefully something good comes about.
"The problem is when games try to do too many things. WoW tries to be both a progression game and a PVP game and a Raiding game. So for people who want to play PvP and Raiding, the whole progression aspect is an unnecessary uphill climb preventing them from getting to where they want to be." - Simon Ludgate
Source: http://www.downandb.com/ |
There's a saying that goes "It's not the destination, but the journey that matters." This applies to videogames as well. If one wanted to know the ending of a game, just go watch it on Youtube. Is PvP what the player wants? Find a PvP intensive game instead. Simon touches upon this aspect in his article, but not enough on the game mechanics with a lot of MMORPGs. If the destination is that important, make the trip there worthwhile. If the game (with the developer in mind) puts the player through an arduous task, the player should be rewarded for it. With most MMORPGs, the result of fulfilling a ridiculous quest of killing 500 enemies is directions of where to get the next quest that requires 1000 killed enemies. That journey no longer has any real progression and instead brings the player back to where they started each time they are asked to do it again. There are certain games that are designed so that the real game starts when the player gets into Player versus player matches, and the ones that people complain about the grind usually requires the player to get to level 60, 80, or 120 before they're able to do so (effectively at least). As a game designer (and gamer) myself, I find it appalling that anyone should find it acceptable for anyone to play for several hundred hours before getting to enjoy the actual part of the game. Sure, the time taken to get to end game content prepares the player on how to play the game, gathering the right equipment, and understanding the game mechanics; however, it doesn't take someone 3-5 hours to learn how to kill a new enemy the player's never seen before. The gameplay between where the player wants to get to and where they stand should be as fun as the part of the game the player arrives at. When I first played Phantasy Star Online Ep. 1 & 2 on Gamecube and got to my first boss, I couldn't beat it. I had my character go through the same first level 1-2 more times before I was strong enough to take down the dragon. In-between that time, I had a better understanding of the game, I gained a few levels, and I discovered a few new items I was able to use that helped me in the battle against the boss. The shocking part of the game for me was when I found out that one episode only had 4 distinct areas. After beating episode 1, I wasn't sure if I wanted to play the game anymore since I had gotten through it once already. I tried out hard mode right afterwards and had a different experience from before. Enemies were harder, strategies had to be changed, and I started finding rare items. The game eventually spanned over 1000 hours of gameplay for me and I still play it up till now. I was rewarded time and time again for the efforts of getting from one point to another. There were times where I wasn't strong enough to get through an area and had to train or "grind" first. The grinding in Phantasy Star Online was different from typical point-n-click MMORPGs since it played in real time with the player utilizing different weapons, skills, and strategies through a progressive level rather than staying in a single spawn point to click on the enemy. There are so many MMORPGs that have the player sitting there clicking enemies with predetermined results based on statistics. Not all MMORPGs are like this, and here are some of the changes that made WoW less of a grind (as far as I know). Players can group up to do instances which are like private levels the player has to get through to fight a boss at the end. For Phantasy Star Online, that's already the main core concept of the game which eliminates the need to stay in one area. Back to WoW: PvP is available to players of lower levels and is restricted to their level group so that level 80's won't be one-shotting level 20's. Simon might be right about some players wanting only the end game content of PvP and Raids for MMORPGs like WoW; however, that shouldn't mean the rest of the game has to be so boring. In a MMORPG, the destination shouldn't be as important as the rest of the game. The journey should be the fun part. Phantasy Star Online Ep.1 & 2 (for me), like Tetris, had that dynamic in gameplay where the future was unexpected, the gameplay required thinking and it challenged the player. From the article, it seems as through Simon might have confused the word "grind" to "repetition", which is also another problem players have with games. Repetitive gameplay does have a bit to do with "grinding" but it's not the definitive definition for it.
"The problem with grind isn't a problem with the game design, it's a problem with the player's expectations. If a player expects to play the "end game" of a game and doesn't particularly enjoy the voyage there, then that voyage is a 'grind.'" - Simon Ludgate
Source: http://www.demons-souls.com/home.html |
Simon really brought about a topic worth discussing, but approached it with a seemingly misconceived idea of what player's dread about "grind". His article leans more toward the concept of repetitive gameplay rather than a repetitive action. My arguments, in the end, are only my opinions and may not hold a strong claim (so it's okay to point things out like I have in Simon's article like he did with Brice Morrison's article). "Grinding can be fun!" and believe it can be for certain games, but I think Simon could have approached it better had he addressed the actual problem rather than the idea around it.
And about repetitive gameplay, I think I might talk about that tomorrow. It sounds like an interesting topic to touch upon.
No comments:
Post a Comment