Difference between revisions of "Grinding"

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Games with a high level of granularity in the variables and elements in the game world, e.g. the [[Hearts of Iron series|Hearts of Iron]] and [[Europa Universalis series]], can easily force players into [[Grinding]] just to set all parameters correctly or move all their units.
 
Games with a high level of granularity in the variables and elements in the game world, e.g. the [[Hearts of Iron series|Hearts of Iron]] and [[Europa Universalis series]], can easily force players into [[Grinding]] just to set all parameters correctly or move all their units.
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Some games keep count of simple actions performed by players and reward them with achievements when certain levels have been reached, e.g. ''Pharm-Assist'' for giving a total of 10 pain pills to other players in the first installment of the [[Left 4 Dead series]] and ''Master Smasher'' for breaking 1500 containers in [[Torchlight]]. Although these would have been repetitious if they had to be done consecutively, they are typically spread out over the gameplay and only become [[Grinding]] when players focus their gameplay on getting the achievements.
  
 
== Using the pattern ==
 
== Using the pattern ==
  
  
[[Grinding]] may not  
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[[Grinding]] may not a pattern that players necessarily wish to have in a game, but it can be needed to provide actions to do in [[Unwinnable Games]].
 
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Unwinnable Games
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[[Red Queen Dilemma]]
 
[[Red Queen Dilemma]]
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[[Collecting]]
 
[[Collecting]]
  
[[Left 4 Dead series]]
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[[Achievements]]
 
[[Achievements]]
 
[[Challenging Gameplay]]
 
[[Challenging Gameplay]]
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Excise]], [[Game-Induced Player Social Status]]
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[[Excise]], [[Game-Induced Player Social Status]], [[Unwinnable Games]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 16:02, 3 February 2011

The repeating of simple actions many times to collect resources or complete goals.

Games often only let players choose what to do from a small set of possible actions. Even so, the choice of which action to perform can make the gameplay interesting or can the challenge of succeeding in performing the action. However, some games require players to, at least some of the time, repeatedly perform actions that are trivial to do so many times that the primary challenge becomes to endure. This type of gameplay is called Grinding.

Examples

Games that require players to collect resources for later use, e.g. Minecraft, World of Warcraft, and Eve Online, often exhibit Grinding since the actual looking for the resources and collecting of them is rather easy to do but is something that needs to be done a lot. The satirical game Progress Quest critiques these kinds of design by being a game where the computer does the Grinding for the players, leaving only the minimal character creation in the beginning of the game in the hands of the player.

Games with a high level of granularity in the variables and elements in the game world, e.g. the Hearts of Iron and Europa Universalis series, can easily force players into Grinding just to set all parameters correctly or move all their units.

Some games keep count of simple actions performed by players and reward them with achievements when certain levels have been reached, e.g. Pharm-Assist for giving a total of 10 pain pills to other players in the first installment of the Left 4 Dead series and Master Smasher for breaking 1500 containers in Torchlight. Although these would have been repetitious if they had to be done consecutively, they are typically spread out over the gameplay and only become Grinding when players focus their gameplay on getting the achievements.

Using the pattern

Grinding may not a pattern that players necessarily wish to have in a game, but it can be needed to provide actions to do in Unwinnable Games.

Red Queen Dilemma

Resource Management

Complex Gameplay

Collecting


Achievements Challenging Gameplay Casual Gameplay Exaggerated Perception of Influence Mules AI Players Quick Travel Grind Achievements Persistent Game Worlds Non-Player Help Encouraged Return Visits

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Give that Grinding typically is experienced as a form of labor, it adds Excise to a game. Even if Grinding is not perceived as enjoyable by players, having completed a goal based on it (e.g. Grind Achievements) does provide a basis for a sort of Game-Induced Player Social Status.


Relations

Can Instantiate

Excise, Game-Induced Player Social Status, Unwinnable Games

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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