How is grinding fun




















It also exhibits another factor that many grinding games would benefit from: it gives you a little glimpse of the future. Nobody wants to work hard if there is no light at the end of the tunnel. If you can see what is waiting for you, it might feel more worth it. Stardew Valley does this amazingly well by placing obstacles in the way of your character progression. It blocks access to certain parts of the map but gives hints of what is in store once you attain the necessary tools to proceed.

This "carrot on a stick" is key to any grinding game that wants players to invest hour after hour into it and still come back for more.

Whether that carrot is an inaccessible area or a weapon that is out of your current price range, the allure of "what might be around the corner" has to be strong enough to encourage the player onwards. This would have been a death sentence for games released 10 or 15 years ago, but with constant updates now available to anyone with internet access, grinding games can be rectified if needed. A game with little challenge and a constant stream of rewards is something that quickly becomes boring.

Some players reference a sort of "zen-like" state that descends upon them while they are deep within grinding games. In addition, the sense of achievement they get from putting in the required hours leaves them with a genuine feeling of pride.

So, as a rule of thumb, if the grind is varied, challenging, and fun, you are halfway to creating a great grinding game. The definition of grinding is performing a repetitive task to gain gameplay advantages. Sound familiar? That is because many games now include a significant amount of grinding. But is it really such a bad thing that to gain results we have to work for them? This then means you can move forward by competing with others or developing your standing.

While it's often synonymous with smashing your head against a wall of repetitive chores for little reward, grinding doesn't have to be a bad thing and Monster Hunter: World proves it.

Capcom's alarmingly successful monster beat 'em up isn't out on PC for a few more days, but I've been digging into a pre-release copy and, despite loving so much about this new iteration of Monster Hunter, the thing I adore the most is how much control I have over the grind. While it's fundamentally being a game about farming resources and slaying the same monsters again and again, Monster Hunter: World finds smart ways to push back against the worst cliches of grinding.

I love how Monster Hunter: World gives me tools to influence those odds, as grim as they may be at times, through skilled play. Monster Hunter: World hides itself behind charming characters and wide-eyed adventure but I see it for what it truly is: A game where I beat the shit out of walking loot pinatas so I can craft items that let me beat more shit out of tougher loot pinatas.

Despite all the cool new features World brings to the series, Monster Hunter hasn't changed in a decade. But what I love about Monster Hunter's loot as opposed to, say, World of Warcraft or Destiny 2, is the fine balance that Monster Hunter strikes between random drops and deterministic ones. Similar to the latter games, I'll still throw my hands up in frustration and curse the RNG gods when that coveted Rathalos Plate doesn't drop from the Rathalos I just killed, but I love how Monster Hunter: World gives me tools to influence those odds, as grim as they may be at times, through skilled play.

One of the coolest features about its age-old combat system is that the damage I deal to monsters is localized to specific points on their body. If I hack at a Rathian's tail enough times with a sword, I'll sever it for a guaranteed Rathian tail that I can use in crafting. If I need a Tzitzi-Ya-Ku claw for a piece of armor I'm working on, my best bet is to chopping away at its limbs to break one off. Each of these rewards is unique to the monster I'm hunting and might require wildly different strategies in combat.

I'm definitely not chopping a monster tail off if I use the great hammer as a weapon, so I'll either need to get creative, invite a friend who uses a slashing weapon, or switch my playstyle.

Either way, I have far more agency over the grind to obtain certain loot drops rather than just crossing my fingers and hoping for the best. Final Fantasy. Dragon Age. Fire Emblem. Legend of Zelda. First-Person Shooters. Gaming PCs. Strategy Games. Technical How-Tos. Horror Games. Sports Games. Fighting Games.

Classic Games. Puzzle Games. Welcome to LevelSkip. Slave to the Grind I love grinding, and I know that's an odd opinion to have. Related Articles. By Kyler J Falk. By Vince Tangcalagan. We do it all the time. With varying degrees of enthusiasm, sure. But we do it. One thing after another, and then another. I've noticed a lot of people I know play more massively multiplayer games in summer.

There's something about this time of year that's conducive to these sorts of games. Maybe it's the memory of summer vacation, the desire for a digital getaway in a big, engrossing world. Maybe it's that, in the case of Final Fantasy XIV , a big expansion just dropped, and fandom conventions and E3 have drummed up hype for the future of several of these games.

Or maybe we're all just weaker to peer pressure in the summer. And all of these games are unified in their drive to grind. It's what allows them to be ongoing in a way most other games aren't. They contain within them a near-endless push to get better gear, to upgrade your character, to open up new parts of the experience, and to amass lists upon lists of accomplishments.

I'm no different. Back in Destiny 2 alongside friends, I'm grinding. Digging up the game's fanciest weapons, slowly working up my character's stats. Researching and hunting for the gear I like the most. A whole summer, spent grinding. I grew up in Texas.



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