Nose to the Grindstone
February 25th, 2010 by Joel Haddock
Mention the concept of “grinding” in a room full of gamers, and you are liable to get one of two reactions: either some titters of excitement, or a cacophonous mix of sighs and groans. There are, in my experience, very few people who respond to the idea of the grind with simple ambivalence.
Grinding, in traditional gaming terms, stems from RPGs where the player has to fight battle after battle in order to gain experience and level up before being able to proceed further in the game (think of the original Final Fantasy and the huge jump in difficulty when moving from one area into the next). In more general terms, grinding is any time the player engages in a repetitive activity for the purpose of gaining some sort of reward (think brewing hundreds of potions in Oblivion to become a better alchemist).
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There is a refrain that I hear often on gaming sites: “turn-based combat in RPGs is dead.” As anyone who has been paying attention knows, it is a favorite hobby of games journalists and bloggers to proclaim the death of this, that, or the other. For instance, adventure gaming has been declared dead on more occasions than I can count, and yet seems to be enjoying quite a resurgence at the moment; episodic Monkey Island games, some fantastic-looking titles like Machinarium, and a host of others are popping up for download on a weekly basis.