Quote:
Originally Posted by Kaleban
Grind is that which is imposed on the player and gives him or her no choice, such as at one point having to grind Sunspear points to advance the storyline...
Farming can be fun and enjoyable, seeing a rare drop gives many a sense of accomplishment. Grind on the other hand is repetition for its own sake, and is no substitute for randomized or new content. I would say that one of the reasons games like Diablo 2 can still be fun is because enemies and areas are randomized, such that a player never quite knows what he or she will face, hence these areas are quite replayable to a point.
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This, right here, is quite wise.
Would it be fair to say, then, that both sides, grind and farming, could be improved by the use of variation and impetus?
The former is simple, eliminating the requirement to grind, so that players can choose to do so rather than be forced.
Would the latter be improved if there were multiple means of acquiring any given bit of prestige? Faction titles can be improved by slaying, vanquishing, questing, or books, providing multiple means to a single end that prevent the player from having to endlessly repeat a single action. Getting Sweet Tooth has plenty of routes, from Nicholas to merchants to festivals.
What if many of the commodities people seek were available from multiple locations and through different means? If a rare weapon could be a drop, a crafted item with hefty requirements/scavenger hunt across the maps, or a challenge mission reward every month, etc. Or if the areas in which these rare things drop were randomized, facing different monsters with different skillbars? While people might go for the swiftest and simplest means to an end, it would still provide variety which, as they say, is the spice of life.