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	<title>Comments on: Grind, Baked Right In</title>
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		<title>By: Tesh</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28093</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Mon, 13 Oct 2008 01:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28093</guid>
		<description>Julian, well stated.  I completely agree that grind is all too often the unholy byproduct of the subscription business model.  Game design is bent to serve the money model, and that can be trouble sometimes.  I&#039;m also no fan of the subscription model.

Grind isn&#039;t necessarily a terrible evil in and of itself.  It can be fun, in a Zen sort of way.  That said, padding game content to string along subscribers is simply unacceptable in my book.  Forcing the player to grind the same content is likewise unacceptable.

I&#039;m a fan of the Final Fantasy series.  They can be very grindy at times.  Again, I don&#039;t mind it sometimes, but here&#039;s the key: game design should be such that grinding is optional, and it has to be borne of a player&#039;s desire to &lt;i&gt;play&lt;/i&gt; your game, rather than something that players need to do to progress in your game, or to justify to themselves the subscription cost.

I&#039;m playing Valkyrie Profile 2, for instance, and I&#039;ve spent time grinding to find some unique weapons.  That&#039;s not necessary for progress in the game, I just felt like doing it.  Grind as an optional game element doesn&#039;t bother me.  Grind as a requirement or as a business scheme are very annoying.</description>
		<content:encoded><![CDATA[<p>Julian, well stated.  I completely agree that grind is all too often the unholy byproduct of the subscription business model.  Game design is bent to serve the money model, and that can be trouble sometimes.  I&#8217;m also no fan of the subscription model.</p>
<p>Grind isn&#8217;t necessarily a terrible evil in and of itself.  It can be fun, in a Zen sort of way.  That said, padding game content to string along subscribers is simply unacceptable in my book.  Forcing the player to grind the same content is likewise unacceptable.</p>
<p>I&#8217;m a fan of the Final Fantasy series.  They can be very grindy at times.  Again, I don&#8217;t mind it sometimes, but here&#8217;s the key: game design should be such that grinding is optional, and it has to be borne of a player&#8217;s desire to <i>play</i> your game, rather than something that players need to do to progress in your game, or to justify to themselves the subscription cost.</p>
<p>I&#8217;m playing Valkyrie Profile 2, for instance, and I&#8217;ve spent time grinding to find some unique weapons.  That&#8217;s not necessary for progress in the game, I just felt like doing it.  Grind as an optional game element doesn&#8217;t bother me.  Grind as a requirement or as a business scheme are very annoying.</p>
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		<title>By: Jaggins</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28081</link>
		<dc:creator>Jaggins</dc:creator>
		<pubDate>Sun, 12 Oct 2008 06:55:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28081</guid>
		<description>I agree, grind is awful!  I am interested in checking out EVE online, does it have grindy gameplay?</description>
		<content:encoded><![CDATA[<p>I agree, grind is awful!  I am interested in checking out EVE online, does it have grindy gameplay?</p>
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		<title>By: Chris F</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28069</link>
		<dc:creator>Chris F</dc:creator>
		<pubDate>Sat, 11 Oct 2008 21:49:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28069</guid>
		<description>My favorite part of the Blizzard vs MDY (glider) lawsuit was reading Blizz&#039;s claim against them - that their entire game was designed around forcing players to waste x amount of time in game to collect their sub dollars and that MDY circumvented that time which related to losses. The core of the claim against MDY wasn&#039;t that it ruined the game experience.(it made mention of it of course).  The funny part about that is that Glider just eased the most mundane of tasks -farming and leveling - you couldntbuse it to grind out instances and bosses. Of course this is also why they don&#039;t let you share accounts.

I guess that miffed me the most. At least companies used to actually TRY to hide the fact the built a midelnto waste our time for money. Blizzard states it in a public document.</description>
		<content:encoded><![CDATA[<p>My favorite part of the Blizzard vs MDY (glider) lawsuit was reading Blizz&#8217;s claim against them &#8211; that their entire game was designed around forcing players to waste x amount of time in game to collect their sub dollars and that MDY circumvented that time which related to losses. The core of the claim against MDY wasn&#8217;t that it ruined the game experience.(it made mention of it of course).  The funny part about that is that Glider just eased the most mundane of tasks -farming and leveling &#8211; you couldntbuse it to grind out instances and bosses. Of course this is also why they don&#8217;t let you share accounts.</p>
<p>I guess that miffed me the most. At least companies used to actually TRY to hide the fact the built a midelnto waste our time for money. Blizzard states it in a public document.</p>
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		<title>By: Julian</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28067</link>
		<dc:creator>Julian</dc:creator>
		<pubDate>Sat, 11 Oct 2008 19:54:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28067</guid>
		<description>&quot;I think that we’d have to move to a different core game design to clean up the experience.&quot;

Grind is not necessarily a creature borne of design. Zubby mentions it well:

&quot;Okay, so we have a subscription model, that&#039;s our income. It&#039;s beneficial to us to have our players playing the game as much as possible. How do we make them play more, and for longer stints?&quot;
&quot;Make whatever they need to do take longer&quot;

For example, just to use the common WoW example, there is no technical or design reason why the end boss in, say, Scholomance can&#039;t drop the appropriate tier armor set piece. What do we have in this group, let&#039;s see... two warriors, a mage, a priest and a druid? Okay, here&#039;s your 2x Warrior helm, 1x mage helm, 1x priest helm and 1x druid helm. Thanks for coming. Hope you liked it.

But no. Gandling drops basically whatever the RNG tells him to drop, and one of it to boot. Not necessarily something that any of the present classes can use. That might be SOP in DIKU, but it&#039;s also &quot;DIKUing&quot; your players around.

Personal anecdote, (which I&quot;m not proud of, but illustrates the point): I had to go to Stratholme and kill Baron Rivendare 47 times (forty-seven times, yup, I counted them) until he was kind enough to give my my Shadowcraft Pants.

If you take a step back and see how the design evolved through time, you can see Blizzard starting to see the error in that and slowly changing things around by the heyday of Zul&#039;Gurub, and all the different coins you could get and exchange for gear.

Now we have badges and badge gear, which is essentially the same thing: We&#039;re sidestepping the RNG (not for all gear though). We know whenever we drop a boss we get badges and then we turn around and use those badges to get what we want.

Badges are not a complete solution. If you&#039;re going for tier gear, they&#039;re not very useful to you. But it&#039;s a system that lets those who are not so hot for tier gear to acquire lateral or incremental upgrades as they go. Also, the intrinsic &quot;value&quot; of each badge in terms of the investment of time it takes to get all the required badges is out of whack. That&#039;s where most of the grind moved to: Yeah, now you get badges for sure. Woohoo. But you&#039;ll need 150 of them.

Grind has no easy solution. You can mask it. We can point to DIKU and say that&#039;s where it comes from, but the fact remains that as long as your players play through content faster than you can make new content, the easiest (not best) solution is to make them repeat that content until the new one is ready. You don&#039;t want bored players in your game. Bored players leave, and what&#039;s worse, take others with them. User-created content is no silver bullet either, because most players won&#039;t play through crap content.

It ain&#039;t easy. Don&#039;t get me wrong, I&#039;m not defending grind. I agree with Zubon that three times should be about right as far as &quot;what a player should get&quot; from content. Mandating more times is dicking people over. And until you can churn out content way faster than we&#039;re doing now, you&#039;re gonna have to continue dicking people over.</description>
		<content:encoded><![CDATA[<p>&#8220;I think that we’d have to move to a different core game design to clean up the experience.&#8221;</p>
<p>Grind is not necessarily a creature borne of design. Zubby mentions it well:</p>
<p>&#8220;Okay, so we have a subscription model, that&#8217;s our income. It&#8217;s beneficial to us to have our players playing the game as much as possible. How do we make them play more, and for longer stints?&#8221;<br />
&#8220;Make whatever they need to do take longer&#8221;</p>
<p>For example, just to use the common WoW example, there is no technical or design reason why the end boss in, say, Scholomance can&#8217;t drop the appropriate tier armor set piece. What do we have in this group, let&#8217;s see&#8230; two warriors, a mage, a priest and a druid? Okay, here&#8217;s your 2x Warrior helm, 1x mage helm, 1x priest helm and 1x druid helm. Thanks for coming. Hope you liked it.</p>
<p>But no. Gandling drops basically whatever the RNG tells him to drop, and one of it to boot. Not necessarily something that any of the present classes can use. That might be SOP in DIKU, but it&#8217;s also &#8220;DIKUing&#8221; your players around.</p>
<p>Personal anecdote, (which I&#8221;m not proud of, but illustrates the point): I had to go to Stratholme and kill Baron Rivendare 47 times (forty-seven times, yup, I counted them) until he was kind enough to give my my Shadowcraft Pants.</p>
<p>If you take a step back and see how the design evolved through time, you can see Blizzard starting to see the error in that and slowly changing things around by the heyday of Zul&#8217;Gurub, and all the different coins you could get and exchange for gear.</p>
<p>Now we have badges and badge gear, which is essentially the same thing: We&#8217;re sidestepping the RNG (not for all gear though). We know whenever we drop a boss we get badges and then we turn around and use those badges to get what we want.</p>
<p>Badges are not a complete solution. If you&#8217;re going for tier gear, they&#8217;re not very useful to you. But it&#8217;s a system that lets those who are not so hot for tier gear to acquire lateral or incremental upgrades as they go. Also, the intrinsic &#8220;value&#8221; of each badge in terms of the investment of time it takes to get all the required badges is out of whack. That&#8217;s where most of the grind moved to: Yeah, now you get badges for sure. Woohoo. But you&#8217;ll need 150 of them.</p>
<p>Grind has no easy solution. You can mask it. We can point to DIKU and say that&#8217;s where it comes from, but the fact remains that as long as your players play through content faster than you can make new content, the easiest (not best) solution is to make them repeat that content until the new one is ready. You don&#8217;t want bored players in your game. Bored players leave, and what&#8217;s worse, take others with them. User-created content is no silver bullet either, because most players won&#8217;t play through crap content.</p>
<p>It ain&#8217;t easy. Don&#8217;t get me wrong, I&#8217;m not defending grind. I agree with Zubon that three times should be about right as far as &#8220;what a player should get&#8221; from content. Mandating more times is dicking people over. And until you can churn out content way faster than we&#8217;re doing now, you&#8217;re gonna have to continue dicking people over.</p>
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		<title>By: Tesh</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28060</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Sat, 11 Oct 2008 16:40:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28060</guid>
		<description>Excellent commentary, Zubon.  Grind is a deeply ingrained part of the DIKU lineage, and dungeon crawlers (loot/level treadmills) have been using it for a very long time.  I think that we&#039;d have to move to a different core game design to clean up the experience.</description>
		<content:encoded><![CDATA[<p>Excellent commentary, Zubon.  Grind is a deeply ingrained part of the DIKU lineage, and dungeon crawlers (loot/level treadmills) have been using it for a very long time.  I think that we&#8217;d have to move to a different core game design to clean up the experience.</p>
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		<title>By: Chris F</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28057</link>
		<dc:creator>Chris F</dc:creator>
		<pubDate>Sat, 11 Oct 2008 14:05:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28057</guid>
		<description>@Merimet: You bring up the #1 grind mechanic I hate the most - lockout timers. It is the main reason I left (and won&#039;t return) to WoW. The end game content is fun in WoW - I&#039;ll definitely give them that. It is hard enough to schedule 25 people but to have to set your weekly life schedule around it is reduculous. Clever for the company, okay for the hardcore, terrible for the casual. I don&#039;t mind random drops which is part of the fun and excitement but if I am able to get 25 capable friends together for a night of fun let me do the same encounter 3 or 4 times so my raid team can get the drops it needs to leave the content behind when we are ready - not once every 7 days.

For the record, I left WoW during t6 content.</description>
		<content:encoded><![CDATA[<p>@Merimet: You bring up the #1 grind mechanic I hate the most &#8211; lockout timers. It is the main reason I left (and won&#8217;t return) to WoW. The end game content is fun in WoW &#8211; I&#8217;ll definitely give them that. It is hard enough to schedule 25 people but to have to set your weekly life schedule around it is reduculous. Clever for the company, okay for the hardcore, terrible for the casual. I don&#8217;t mind random drops which is part of the fun and excitement but if I am able to get 25 capable friends together for a night of fun let me do the same encounter 3 or 4 times so my raid team can get the drops it needs to leave the content behind when we are ready &#8211; not once every 7 days.</p>
<p>For the record, I left WoW during t6 content.</p>
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		<title>By: Merimet</title>
		<link>http://www.killtenrats.com/2008/10/11/grind-baked-right-in/comment-page-1/#comment-28056</link>
		<dc:creator>Merimet</dc:creator>
		<pubDate>Sat, 11 Oct 2008 07:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=2174#comment-28056</guid>
		<description>The 24-hour lock isn&#039;t applicable to Annuminas. That delay is only there if you are doing the quests (for battered). You can reset the instance itself as much as you want if you are looking for the boa pieces for the armour set. Likewise, you can farm battered. So no, i am not contradicting you - it is still a grind. There is just not a limit to how fast you can do it.</description>
		<content:encoded><![CDATA[<p>The 24-hour lock isn&#8217;t applicable to Annuminas. That delay is only there if you are doing the quests (for battered). You can reset the instance itself as much as you want if you are looking for the boa pieces for the armour set. Likewise, you can farm battered. So no, i am not contradicting you &#8211; it is still a grind. There is just not a limit to how fast you can do it.</p>
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