Grinding (video gaming)

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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.[1][2] The most common usage is in the context of MMORPGs, such as Final Fantasy XI and World of Warcraft,[3] in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over and over again, in order to advance their character level to be able to access newer content. MUDs, generally sharing much of the same gameplay as MMORPGs, encounter the same syndrome. Grinding can also appear in other games in which features can be unlocked.

Pokémon (especially early titles) stands out as one of the most notorious grinders of all time. It was based around players training a team of powerful Pokémon to a high level, from those they have caught in the wild at a very low level, to compete against teams owned by other trainers, and eventually become the strongest trainer. This invariably involved hours of repeated low-level battles to get one's team strong enough to progress.[citation needed]

Synonyms for grinding include the figurative terms treadmilling[citation needed] (a comparison with exercise treadmills) and pushing the bar (it can be a reference to a weightlifter "pushing the bar" on a bench press, over and over to get muscle gains, or a reference to Skinner boxes in which animals, having learned that pushing a bar will sometimes produce a treat, will devote time to pushing the bar over and over again). Related terms include farming (in which the repetition is undertaken in order to obtain items, relating the activity to tending a farm field), and catassing, which refers to extended or obsessive play sessions. Used as a noun, a grind (or treadmill) is a designed in-game aspect which requires the player to engage in grinding.

The most common form of level treadmill seen is the practice of killing monsters for experience points. In this way, the player progresses towards the next level in order to defeat more powerful monsters.

Criticism of the practice is widespread, e.g. players often claiming that excessive grinding is an easy way for Manufacturers to gain from subscription fees.

Contents

[edit] Why players grind

Several answers have been suggested for the question of why players grind. A major motivating factor is the players' desire to pursue what appears to be the game's ultimate goal, which for many games is to reach the highest level.[1] There is usually little or no incentive for players to continually seek new challenges. Once they have found a means to reach their goal they will be averse to tackling new risks and instead repeatedly play through familiar content.[1] Sometimes players might actually enjoy repetitive tasks as a way of relaxing, especially if performing the task has a persistent, positive result.[4]

One reason that is less influenced by player choice is a lack of game content or to be able to battle stronger enemies.[2] If the player experiences all interesting content at the current level before reaching the next objective, the only alternative might be for the player to grind to the next level.[1] "Interesting content" is key here since the player might have been given "new content" that is too similar to previous content to be considered interesting by the player. [note 1][5]

Additionally, the players may grind for the enjoyment of being better at the game. Putting in the time to grind leads the player to gain experience and level up. Increases in level come with additional statistics boosts and abilities, which in turn allow the player to defeat stronger enemies. The gamer knows that time invested in grinding is directly related to your strength or ability in the game. This relationship is encouraging to players, consistently rewarding their grinding effort.[2]

[edit] Controversy

The idea of having a designed in-game aspect likely to cause players to stop being entertained seems contradictory to good game design, but has been justified in several different ways. The first is that it helps ensure a level playing field.[5] According to the Pareto principle, players with better aim, faster reactions, or more extensive tactical knowledge will quickly dominate the entire game, frustrating the now-powerless vast majority. Thus, by creating a direct correlation between in-game power and time spent grinding, every player will at least have the potential to reach the top 20% (although the Pareto principle will still apply to the amount of time spent grinding). This was explored further in Raph Koster's 2003 presentation Small Worlds.[6]

A further counter-argument is that the problem is not that talent and skill are rewarded, but that the rewards are based on relative talent and skill. If only the top 20% of a game's players are rewarded, 80% must be receiving no reward, even if objectively they are highly talented. If there is no hope in the future of these players being rewarded, they will likely leave the game, causing the population to shrink, and thus reducing the number of people who can be in the top 20%. Grinding has the benefit that, although only 20% of the population may be rewarded at any given time, 100% of the population will have the potential to be rewarded in the future, and will have no reason to quit. Raph Koster also addressed this issue: "... the average user is below average — meaning, the median user lies below the mean on the win-loss curve, because the win-loss curve turns out to be a power-law distribution." [5] Of course this Pareto theory can be all wrong and all of the above mean nothing to the real problem of grinding nor the reasons behind its existence.

A further argument, however, is that the "level playing field" effect could be provided by any time-consuming behaviour that is accessible to all and provides game advancement. It is not necessary for the behaviour to be tedious or repetitive, as the term grinding generally implies: for example, in a game where advancement is gained by killing monsters, the game could provide such a huge variety of monsters and environments that no two kills are ever the same, and as long as all players remained equally capable of killing the monsters, the same leveling-off effect would be generated. Thus, the "level playing field" effect is considered by some to be a misleading attempt to hide the real reason for grinding: unwillingness to budget sufficient content resources to produce a varied game.

Another alternative to grinds would be to remove designer-defined objectives, leaving the player free to do whatever they want. The problem with this is that many players might be confused about what they are supposed to do, or they might lack the motivation to do much of anything in the virtual world.[5] To reflect these different playing objectives (or lack thereof), an open-ended game of this style, such as The Sims, is sometimes called a "software toy."

Players of subscription-based online games often criticize grinds as a heavy-handed attempt to gain profit. The most interesting and challenging gameplay is often only available to characters at the highest levels, who are the only ones strong enough to participate in raids or player versus player combat. Grinding is seen as a reason to increase the amount of time it takes to reach these levels, forcing the player to pay more subscription fees along the way. An example of this kind of MMORPG is RuneScape, which requires players to spend massive amounts of time to achieve the highest level.[citation needed] Some games have made the skills available unstable and largely luck-based. This slight variance from the norm, while refreshing, has been a source of frustration among many players that worked hard on gaining the levels through grinding. In contrast, enthusiasts of the genre have objected to the term grind as an oversimplification of MMO gameplay. They argue that, like traditional role-playing games, there is no goal in MMORPGs other than to enjoy the experience. However, some would argue that in traditional RPGs, players play to act out their character as well; in fact, some players deliberately create weak characters because they find them interesting to play.

Another criticism of the entire leveling concept is that it often allows the player to avoid difficult challenges (such as strategic or reflexive challenges that one might encounter when fighting a powerful opponent) by simply spending a large amount of time battling weak characters who are easily defeated in order to gain levels (a practice known as bottomfeeding), so as to have little difficulty vanquishing the main enemy.

It has also been observed that intense grinding can actively damage the role-playing aspect of a game by making nonsense of the simulated world. A classic example of this occurred in Star Wars Galaxies, where skills were improved by using them. It was therefore possible to see groups of three people, in which

Star wars galaxies has since changed their skill sets to a simpler format known as nge or new game experience, causing most players to quit the game because it became too simplistic.

The IGDA Online Games Special Interest Group has noted that level treadmills are part of the addictive quality of MMORPGs that caters to those who play more than 25 hours a week (hardcore gamers).[7]

[edit] Various games' approaches to issues of grinding

[edit] See also

[edit] Notes

  1. ^ Game designer Raph Koster gives an example of "Fireball VI" being uninteresting.

[edit] References

  1. ^ a b c d Sorens, Neil (2007-03-26). "Rethinking the MMO". Gamasutra. http://www.gamasutra.com/view/feature/1583/rethinking_the_mmo.php?page=3. Retrieved 2009-03-06. 
  2. ^ a b c Thompson, Clive (2008-07-28). "Back to the Grind in WoW — and Loving Every Tedious Minute". Wired:Games Without Frontiers. http://www.wired.com/gaming/virtualworlds/commentary/games/2008/07/gamesfrontiers_0728. Retrieved 2009-03-06. 
  3. ^ a b Christian Stöcker (2006-08-25). "An Interview with the Maker of "World of Warcraft"". Spiegel online. http://www.spiegel.de/international/0,1518,433643,00.html. 
  4. ^ Lawley, Liz (2006-08-05). "In Praise of the Grind". Terra Nova. http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html. Retrieved 2009-03-06. "[...] I want to relax, to clear my mind, to do something repetitive that provides visible (to me, not to you) and lasting evidence of my efforts [...]" 
  5. ^ a b c d Koster, Raph (2007-04-23). "The game without treadmills". http://www.raphkoster.com/2007/04/23/the-game-without-treadmills/. 
  6. ^ Koster, Raph (2003). "Small Worlds: Competitive and Cooperative Structures in Online Worlds". http://www.raphkoster.com/gaming/smallworlds_files/frame.htm. 
  7. ^ Dunin, Elonka (ed.) (March 2003). "IGDA Online Games White Paper, 2nd Edition" (PDF). Archived from the original on 2004-09-20. http://web.archive.org/web/20040920100604/http://www.igda.org/online/IGDA_Online_Games_Whitepaper_2003.pdf. 
  8. ^ http://services.runescape.com/m=news/dungeoneering-skill?allcat=false
  9. ^ "MapleStory - A Free Massively Multiplayer Online Role-playing Game". Maplestory.nexon.net. http://maplestory.nexon.net/WZ.ASPX?PART=/Event/View&boardNo=200&contentNo=005aqW&pageIndex=1. Retrieved 2010-05-28. 
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