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WAIT! Before you vote, please read the full post. It's an important one this time.

Hello everyone and welcome to another poll. This time we're talking about~.... grinding.

So grinding has gotten a pretty bad reputation over the last few decades. Be it from spending hours grinding in mmo's, to micro-transaction filled mobile games that require you to grind your life away. Now the truth is that there are also good aspects to grinding.

In this post I'm going to go over the good and the bad and finally allow you to decide whether you want there to be any in Camp Mourning Wood.

The good

-Added value: Spend a little more time working towards a goal (getting a CG, continuing a story) may cause the pay off to feel more rewarding. Imagine getting a rare mount in an MMO. If everyone was guaranteed to receive it on their first run, then it would lose its value and become uninteresting.

-Shifting perspective: A short grind to reach another story segment is often not so bad. Sure, people might mutter or complain about it a little bit, however it also helps in another way. Without the grind, people might simply focus on the story bits and start to consider that to be the grind of the game. So now a story bit, which used to be a reward, is considered a chore.

-Feeling closer to the character: You might get to appreciate the character more if you need to spend some more time with them. Sitting around the campfire eating dinner, buying gifts, doing side-quests. If there was none of that, then you could just rush through their story and risk forgetting about them later on in the game.

The Bad

-Respecting time: Many games simply do not respect their players time. Therefor balancing grind is very important in games. Too much grind is simply bad.

-Un-expected grind: A good example would be Orange Trainer. At one point in the game, I asked players to get a insanely high amount of the ingame currency. Not believing that anyone would actually grind that out, I put in the follow up quest that would give you that amount simply by doing a few missions. What I did not expect was for players to spent hours actually grinding for it. The quality of the game went down due to players thinking that they needed to grind, while in reality they really didn't.

Final thoughts

So for my final thoughts... I want to keep a little bit of grind. It gives the player a bit more agency as well (having to decide between grinding reputation or simply buying gifts for example).

But I'd love to see what you guys think. There's a lot to be said about grinding. Both good and bad. What do you think CMW should have?

Comments

Anonymous

You do you. Could also do a setting that just gives a multiplier to grind parts for those looking to just learn the story and get to the bits they want. Could be right at the start. So those who want it and those who don't can choose a path. Maybe those who go for the grind get a few more story snippets or something as a reward. But just my opinion on that. Keep up the good work either way.

The real riddler

I think it's good where it's at. In terms of the story with the characters. I play games mainly for the story. So the fact that we have to work and then eat dinner at the Camp Fire 3 or so times with them already to get to the next heart for the next segment is enough. Now that being said I don't mind grind for extra stuff. Example being the stones of Barenziah in skyrim.

Anonymous

The way I've seen several games like this do it lately is to put in a character or even just a cheat console on the menu that allows each player to choose how much they want to do. Just click to max points, don't want to grind a stat, no problem. Don't mind seeing this characters events but just want to skip that other one, go wild. Player agency tends to be your best bet in this type of game.

Anonymous

I am abstaining because I don't know what gameplay element you want to 'grind'. The simple separation of grinding in a 90s style JRPG and a modern era microtransaction shell is the core gameplay loop the grind is in service of. If the loop is fun, then extending a grind up to a point is part of the appeal. If elements of grinding are artificially enhanced to the detriment of the core game loop or to incentivise purchasing 'corrective' boosts, then more grinding is bad.

Joshua Brennan

I would say that there should just be options. A slider or something, maybe a dialogue choice when starting the game to allow for grinding or not. Then it's literally the best of both worlds. Sometimes you just want to enjoy the scenes and grinding leave you frustrated and others you want to min-max and strategize to make efficient use of your time and resources to work your way to victory