Zannegan
Member
I don't mind, provided it's not egregious. If a game is grind-heavy but not totally tedious, I usually occupy my brain with an audiobook so that I don't feel like I'm wasting my time trying to get to the "fun parts." If a game requires too much repetition though, I'll drop it. There's just too much good stuff out there to waste my time on the uninteresting.
What counts as egregious and uninteresting is obviously different for everybody though. My idiosyncrasy is that I don't mind grinding when leveling up leads to tangible upgrades to your character's movement (run faster, jump higher, glide, wallrun, etc.) For this reason, (plus the scavenger-hunt aspect) I absolutely loved leveling up in Crackdown. Also, I don't care what Todd Howard says, I want the agility stat brought back for the next Elder Scrolls and I want to be able to bunny-hop my way to a 12' vertical. Lol
Obviously, ideal game design for an action game/arpg would be all about you as a player getting better rather than just leveling up your character so you can dump bigger numbers on the enemy. That said, there is something satisfying about watching a character grow in power, especially if the world reacts to that power in convincing/interesting ways. Having low-level enemies flee when you've become too godlike in an open-world game or skipping random battles in a JRPG once you're a high-enough level is a neat way both to acknowledge the character's power within the context of the world and to nudge the real-world player to move on and seek bigger/better challenges.
What counts as egregious and uninteresting is obviously different for everybody though. My idiosyncrasy is that I don't mind grinding when leveling up leads to tangible upgrades to your character's movement (run faster, jump higher, glide, wallrun, etc.) For this reason, (plus the scavenger-hunt aspect) I absolutely loved leveling up in Crackdown. Also, I don't care what Todd Howard says, I want the agility stat brought back for the next Elder Scrolls and I want to be able to bunny-hop my way to a 12' vertical. Lol
Obviously, ideal game design for an action game/arpg would be all about you as a player getting better rather than just leveling up your character so you can dump bigger numbers on the enemy. That said, there is something satisfying about watching a character grow in power, especially if the world reacts to that power in convincing/interesting ways. Having low-level enemies flee when you've become too godlike in an open-world game or skipping random battles in a JRPG once you're a high-enough level is a neat way both to acknowledge the character's power within the context of the world and to nudge the real-world player to move on and seek bigger/better challenges.