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When you're stuck in an RPG...

edited 2011-09-04 00:32:35 in Media
MORONS! I'VE GOT MORONS ON MY PAYROLL!
and your only option is to GRIND GRIND GRIND.

Has bosses leveling along with players evaded the Japanese as a technology?
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Comments

  • You can change. You can.
    no. It just annoys them.
  • edited 2011-09-04 00:35:29
    Pony Sleuth
    They like pointless, repetitive drudgery. It's 40% of their economy.

    The rest is 55% weird shit and 5% fish.
  • No rainbow star
    ^ You forgot robots
  • edited 2011-09-04 00:50:31
    One foot in front of the other, every day.
    I like grinding when it feels like I'm more tangibly preparing for something, rather than boosting numbers alone. If I were to design I game with leveling, I'd try and find a way to grind that feels more like intentional progression. One idea that comes to mind is providing side-missions which have special items effective against an upcoming boss as a reward while also developing and testing the strategies and tactics that would be effective. That way, you end up with a fighting chance even if you're a lower level than intended. Although that shouldn't be an issue, since you've got the experience from the side-mission.

    To be honest, though, I'm more interested in real-time combat with reasonable light RPG elements. So I'd probably have a fair few puzzle bosses where the side missions give clues and intel about the situation you're going to be in.
  • ^^Not really. Robots overlap both repetitive drudgery and weird shit.
  • Play Disgaea.

    In other RPGs, grinding just lets you do a little more damage and get to level 99.

    Disgaea? In Disgaea, grinding lets you literally millions of damage with one hit. And then you start doing stupid geo-block stuff and get into the hundreds of quadrillions...
  • ☭Unstoppable Sex Goddess☭
    If there is a high requirement, there will always be grinding, whether it's enemy grinding, XP grinding, gold grinding or worst of all, luck grinding.
  • Poot dispenser here
    At least the economy isn't screwed up.

    I'm looking at you, Spiral Knights!
  • You can change. You can.
    I approve of Madass Alex's goal, but not of his methods.

    If I were to do what he intends to do, I'd make it so you had a main base town or a network of towns across the land that know who the main party is. this people ar always on the know about the mission or dungeon that the characters are going to perform or enter in. As such, they can provide with items, knowledge, info and training. 

    In other words, a playeable training montage of sorts. 

    Admittedly, it's too silly and too clunky, but if I could make it work, I'd do it.
  • One foot in front of the other, every day.
    Well, there's no reason the two ideas have to be mutually exclusive. The training montage idea passed my mind as well, but that relies on having a secure position or base, plus intel of what's coming up. Using a side-mission is better for dealing with a threat that's currently an unknown factor, which is probably better for bosses that err towards the horror or ridiculously high fantasy side of things.

    Although I did have an idea for a game that's essentially about a siege of one castle town where the training montage idea is pretty much perfect. Not just for the playable character, either, but their immediate allies and the redshirt NPC defenders. There's also exploration and social elements.

    Imagine you're a knight with good but incomplete sword skills. You're part of the leadership team, which is essentially made up entirely of knights. Perhaps there's one royal or something. Doesn't matter. You could try and convince the senior armsman (a "fechtmeister", or fightmaster) to pass on their skills. In such a situation, they would very gladly pass on those skills to fellow knights. But what about the commoners that have to become soldiery? They wouldn't be so happy about that. So you might have two options:

    - Convince the fightmaster to pass his skills on to the commoner soldiers.
    - Train them yourselves with your more limited skills and risk the ire of other knights.

    And even that doesn't need to be the end of it. What if there was a combat manual hidden somewhere? You could use that to teach yourself, other knights and commoners advanced techniques without the help of the fightmaster. Or you could go for 100% completion in this respect and do all of the above, turning your commoners into the seeds of future swordmasters.

    Of course, you'd have to balance all this out with your time and resources. A batch of swords takes three days to make, and then it takes a day to train a commoner in basic effective combat skills for them. Plus the core iron resource that goes into making swords as compared to spears, shields and axes.

    In fact, you might even say that a fair part of the game is grinding taken to its logical design conclusion.
  • "Has bosses leveling along with players evaded the Japanese as a technology?"

    Well, they tried that in Final Fantasy VIII. Many people complained the game was easier if you didn't level up (but then, that's Square balance for you; not that it's a hard game anyway). Though at least the game kept grinding to a minimum, since you're probably going to be playing the children's card game a bunch anyway.

  • They call me Rate Miser, whatever I see... turns overrated in my eyes...

    I'll be more likely to be stuck in an RPG because of a puzzle or fetch quest than because of a boss or dungeon, like Vagrant Story's block puzzles and Breath of Fire's late-game fetch quest to restore Nina's memory.


    Of all the RPGs I've finished/almost finished this year, I haven't really done any major grinding other than buying one mandatory item in Mint's story in Threads of Fate, the final dungeon of Final Fantasy NES, and the prologues of Wild Arms 3 (only because they provide more EXP than the first few full-party dungeons).

  • Grinding is a horrible mechanic
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    ^Yes, but the Japanese seem to love it. Otherwise they wouldn't put it in so many games.

    At least with WRPGs you don't have to worry about that nonsense.
  • I am Dr. Ned who is totally not Dr. Zed in disguise.
    I'd rather have grinding than the enemies level with me FF8 just seemed shit with that mechanic.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    FF8 would have been shit without enemies leveling alongside. Bioware's games also do leveling and it works great in them.
  • BeeBee
    edited 2011-09-04 18:26:53
    I prefer games that tune encounters to a specific level range, then have anti-grinding measures to keep you from getting more than 2-3 levels over it -- so there's still a bit of slip room if you're really having trouble, but not enough for going too far out of your way to be even viable.  If you're blowing the boss fight, it should probably be your fault instead of the designer being lazy and throwing darts at a shuffleboard to determine a boss's stats.

    I also prefer the idea of doing the bonus dungeons making the final boss scale even higher and be more absurdly epic instead of getting trivialized, but not a whole lot of games have even done that.
  • a little muffled
    The idea of being rewarded for hard (and probably boring) work is a huge part of Japanese culture, so that's presumably why they like grinding.
  • edited 2011-09-04 18:44:15
    no longer cuddly, but still Edmond
    and your only option is to GRIND GRIND GRIND.

    Has bosses leveling along with players evaded the Japanese as a technology?


    This is an interesting contradiction here. You hate that grinding is the "only solution" to being stuck, and yet your suggested fix would make it so that even that doesn't work, so your only choice is to just give up.

    Also, monsters levelling with the PCs was tried in Final Fantasy VIII and its one reason that game is so despised.


    At least with WRPGs you don't have to worry about that nonsense.


    Bullshit.

    The idea of being rewarded for hard (and probably boring) work is a huge part of Japanese culture, so that's presumably why they like grinding.


    Aren't RPGs primarily popular among Otaku? In my experience the mainstream Japanese like much the same thing Americans like--twitchy action games. Keep in mind that shmups are still big in Japan while the genre is virtually dead here.

    I think honestly the appeal of grind-RPGs is just that they're relaxing. I know when I get done doing an intense workout, the last thing I want is a game that demands I keep focused on a million bullets at once, so that's when I stick in an RPG.

    That being said, I haven't been playing RPGs all that often lately.
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    Gen 5 of Pokemon does it fairly well.

    Gives you very little EXP if you're overlevelled for the area, gives you a lot of EXP if you're underlevelled.
  • edited 2011-09-04 19:04:59
    [tɕagɛn]
    I still like grinding, as boring as it is.

    The feel of doing a ton of damage after some good-old grinding is just addicting.
  • edited 2011-09-04 19:06:04
    No rainbow star
    ^^ Eh, I found that I've been having troubles focusing on the games because of that

    Makes it a pain in the ass to level your whole team when Audino is the only viable Pokemon to level against
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.
    You don't really need to level :S
  • edited 2011-09-04 19:07:52
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    The feel of doing a ton of damage after some good-old grinding is just addicting.
    My problem is more with games where you do negligible damage because you've only spent 20% of the game grinding instead of the requisite 70.
  • I hate grinding. 
  • BeeBee
    edited 2011-09-04 19:21:55
    Gen 5 of Pokemon does it fairly well.

    Gives you very little EXP if you're overlevelled for the area, gives you a lot of EXP if you're underlevelled.

    Suikoden did something similar.  You could overgrind in that game, but it made you kind of a moron and you were better off looking for better gear.

    Of course you were still likely to grind for potch to upgrade weapons.  Kind of wish they just upped the smithing prices considerably, but made the upgrades apply to all characters.  You'd get a lot less benchwarmers out of the 108 that way.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    ^^Yes.

    ^^^Mostly I find it a serious design flaw that so many games have the answer not be 'try a different strategy' but RAISE YOUR POWER LEVEL.
  • No rainbow star
    Cygan: ;.; Nuzlocke Challenges say yes you do
  • edited 2011-09-04 20:19:31
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    ^Self-imposed challenges don't count since you're playing the game differently than developers intended.
  • You can change. You can.
    ^Agreed. So much. 

    This is a problem that has been bothering me when trying tto discuss gaming difficulties. Changing the rules of the game doesn't count towards the actual game's difficulty.
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