I gave up on LoL for this exact reason.
Well, while I get what you are saying you are definitely wrong there.Far enough.
One of the main conceits of a classic JRPG is that it's not the challenge of one fight which is intended to bring the player down, it's the cumulative damage, strain of resources, etc, which really brings you down.
To take Baldur's Gate and other classic WRPGs for contrast, quite a lot of them allow mid-dungeon resting. If your healer runs out of spells, you can just find a cozy corner of the dungeon, rest for a while, then pop back up right as rain and continue with the encounters. .
The last time I felt like I really had to grind in a game was Persona 3 and that's because I was skipping going to Tartarus for the most part. I wonder how much of a grind it was for everyone else.
Depending on the grind type I guess? And the amount of exp it needed to level up.
For some game like in this case, Etrian, Bravely, SMT. They give the feeling of ohhhh I am getting stronger is a very nice feeling. If the battle system is great fluid, it will give it more plus.
Why do people play the same map over and over and over, hundreds upon thousands of hours, in online FPS games? Why do people play the same game start to finish every couple of months.
Some people like grinding or repeating content.
Pretty much this.Cheap way to extend playtime.
Cheap way to extend playtime.
i feel like disgaea grinding is somehow different than like SNES era jrpg grinding but im having a hard time trying to describe why.
I... I like grinding...
Ummmmmmm.
You try beating Emerald and Ruby Weapon without being at level cap.
NOT. HAPPENING.
i feel like disgaea grinding is somehow different than like SNES era jrpg grinding but im having a hard time trying to describe why.
it certainly is kinda braindead and rinse & repeat type stuff, but there are all these cheap ways to make it instantaneous.
Well, it's definitely a chore, no matter how good the core system is, when it's devoid of any shadow of challenge (and I'm using the term loosely, even just in context of resource management) and it's just a repetition of the same.
I admit I use to grind as a kid either because you had to or because I liked the games to be easy. Though for the most part that seems to be a thing of the past in my experience. Of course that depends on you definition of what is grinding exactly. I can't really think of the last game where I felt I had to grind in it. Edit: Well besides the Disgaea series, but grinding to make your characters gods is one of the major points of that series.
Personally I would like games to drop getting xp for kills altogether and instead use a system more like Bloodlines did and I believe Pillars of Eternity is, where you get XP for completing objectives. For example you would get XP when you found the item you were looking for or past through the dreaded forest. I think it would actually allow the developers to open up more gameplay possibilities while making it easier to maintain the balance between the playstyles.
First reply got it.Cheap way to extend playtime.
The problem with these sort of systems is that you end up emphasizing player skill.
Now this is a great thing if you happen to be just around the level of skill that the devs are targeting, but if you happen to be well above or well below it then the game turns into a snore fest or frustratingly difficult respectively. Difficulty levels are ostensibly an option, but not really. A cohesive game is a well shaped experience from beginning to end. Three well designed difficulty settings would entail an enormous amount of work, which is why we don't get well designed difficulty settings. We get the game the devs designed and then easy = enemy_stats*0.5 and hard = enemy_stats*2.0. Laziness that rarely results in an enjoyable game for either side of the equation.
Disgaea is it's own beast, item world is randomly generated maps with random enemies, with insane level scaling every next floor, not to mention that the geocubes can fuck you over in a perfect storm whether you're level 900 or level 9000.
Plus you level up characters by levelling up your items by levelling up your stats.
You level up by levelling up your level ups. @_@
It's grinding nirvana.
Well, while I get what you are saying you are definitely wrong there.
Baldur's Gate dungeons were build around the very same principle of "long term strain". Or, as I usually call it "medium-term resource management".
What you are mentioning with rest abuse isn't a core design principle of Baldur's Gate, but one notorious flaw, that a lot of peole (myself included) even explicitly refused to abuse because it was essentially cheating.
Not only a lot of people criticized how "exceedingly forgiving" BG was with that (you were supposed to be crashed by fierce pseudo-random encounters if resting in dangerous places but in practical terms that was actually a far rarer occurrence than intended); it's also that previous games using the same ruleset are here to prove the principle (i.e. in Eye of The Beholder camping outside of safe shrines was far more dangerous and the game flat out prohibited resting in some specific areas).
I agree. But I want to say that Disgaea grinding is, if you don't like it, strictly a post-story matter. People wanting to go through the story don't have to grind at all if they don't want to.Perfect description of Diagaea. It took the concept of grinding and made an entire game out of it. And it is awesome.