Why do game developers think "hm let's just make the player grind in order to level up/whatever" rather than actually scale the difficulty of the game appropriately.
Scaling can be kinda boring too, really. I personally really like the design that you can completely surpass the abilities of enemies by putting in time. It adds another dimension that scaling completely obliterates, in most cases.
I can understand (and enjoy, tbf) the "grind" in a loot game like Diablo 3, where you're grinding for new weapons/armor/etc., because that is the whole point of the game game. But with JRPG's and whatever, why is it a "thing" that you have to stay in some areas and grind to get better? I don't get it. If you're playing through a game normally (as in, not intentionally skipping encounters/battles/etc. in order to go faster), I think it's dumb that you have to grind somewhere.
The only reason I'm finding Grinding fun in Diablo is because it's actually putting me in contact with the big crowds and fights that the main game seemed short of. The loot is kinda annoying in some ways; stat-crawl! I do really appreciate the ability to transmogrify and enchant, surely, but even that is REALLY grindy, with not being able to directly choose abilities... I get stuck with items that have specific buffs way longer than I'd like sometimes, or something gets outclassed in all but some random element almost immediately.
Grinding should be fun because of good gameplay systems. One of the reasons why I end up grinding in games like the "Tales Of..." series, is because I actually like the fight gameplay enough to want to try out combos, unlock new skills, reach for higher combos, etc, etc.
Really, the option to grind or not should be behind difficulty settings now. I appreciated this in Tales of Xillia, I appreciated this in Diablo 3. There were many times where I couldn't stand how dry Diablo's combat was getting, and wanted a higher challenge. Other times where I wanted to get through something fast, to get to a certain point. Difficulty switch let me do both easily, all within the same playthrough.
Yeah, this is kind of a random rant, but grinding is games is just something I've never understood.
Games are generally skill-based at their best. To raise skill, you generally have to "grind" through practice. Decently-paced grinding should let you feel as if you've got a challenge ahead, that you get closer and closer to overcoming it, and that eventually, you surpass it, and can move on to new challenges to conquer.
Don't get me wrong though, I think some grinds are just obnoxious too! I find Monster Hunter to be a bit overly-grindy now-a-days, and ones that push things way, WAY beyond the level you'd normally expect to play a game reasonably. There's a LOT of RPG like systems being put into games now a days, and not everyone knows how to make a well paced EXP curve...