A well written piece, thanks OP.
Am I the only one who challenges the assumption that this is the only way a game can be developed - grinding?
Last Epoch development and player comments all take this as a starting point. “But of course we have to grind…”
Now for developers, the incentive is very clear - If I can find players that like grinding, then convince them of a reason to do it, I’ve just stretched my last 6 months of development a long way. Hooray.
For players, the incentive is less clear. I’ve quite simply never been able to get my head around it’s appeal. Investment bias? Does it provide self-actualization? Why do players fight so hard for grind when they could fight for variety, for the opportunity to reach their goals faster, or for more respect of their own time?
In any event, the path of grinding, everyone agrees, has to work really hard to strike a balance of some really arbitrary things to keep a really small player base happy. It seems to me like a really risky strategy for developers.
Alternatives include:
- A wide variety of ways to reach power, with lots of incentive to test out combinations, and no grind required to find out which ones work better than others
(see the game ‘nova drift’) - A small amount of build variety, with variable and unpredictable progress toward them (see game ‘slay the spire’)
- Very easy to balance gear and power, with optional farming of currency, and really tailorable spell system and lots of puzzles/riddles (see four crystals of trazere, a really old game)
- Very easy to balance combinations, with subtle interactions appearing based on player choices (see game ‘minion masters’ - you don’t have to grind much to get cards, but it can still take a long time to try all combinations, keeping you engaged without arbitrarily dragging things out)
The key point to all these examples being that if you do not base all your decisions around grind, you increase your chances of providing fun content to a much wider variety of players (including those that like grinding!). You make it far less likely that hours of development are wasted because you didn’t accurately predict how they fit into the grind balance black box. It becomes far less costly to put a variety of content in the game because new content that is unappealing is not gating players from trying what they really enjoy.
New content does also not need to be balanced with an ever increasing amount of old content, so that cool item you think of does not need to be cross checked for interactions with every other item and passive ever made.
Consider a new, really OP item. Of course only a few players should get it, and they should be forced to work really hard to earn that chance, right? Well if you choose this philosophy, then you really want to check the new items interactions with every existing passive, skill and other item. And you really want to get it right first go, otherwise you’ve made people grind for nothing, and they will complain about every change you try to make. That is a lot of pressure - better hold off on releasing this item! Now you have a game with 3 years of development and only a few item sets, and a huge fear over getting new items right, hence, very little options for players to actually choose a variety of items, hence boring gameplay with a lot of grind.
An alternative is you make this new item easily accessible. Hardly any grind required. Every player gets the choice of using it to gain immense power, in the short term and there is freedom to nerf the crap out of it at a moments notice because no one had to grind for weeks to get it. Now there is little stopping you from releasing 100 of these items. Players might start saying things like “yeah, I know Eterras blessing crows are crap, but I already played that OP build with that OP item, so now I don’t care if they nerf/fix it, I want to have fun with this new item/skill and see if I can get to the end of campaign with it. It’s not costing me too much because I don’t have to grind for weeks to find out just how much it sucks. I wonder if I’ll ever get the chance to try a freezing, stunning leapslam build? Oh, you are grinding to see if you can find all purple items - have fun, I’m really glad I’m not forced into doing that because I don’t like hard work for no reason. Gee I love this game!”
Imagine.