What is Grinding in SR?!
Posted: Sat Dec 29, 2007 6:20 pm
Yes i know a very stupid question..
But i want a detailed answer please
But i want a detailed answer please
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ZadE203 wrote:what do i do?
ZadE203 wrote: But i want a detailed answer please
FreeQuick wrote:ZadE203 wrote: But i want a detailed answer please
Grinding is a pejorative term used in computer gaming to describe the process of engaging in repetitive and/or non-entertaining gameplay in order to gain access to other features within the game. The most common usage is in the context of MMORPGs and JRPGs, most often Final Fantasy and Dragon Quest, in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over and over again, in order to advance their character level to be able to access newer content. Grinding can also appear in other games in which features can be unlocked.
Contents
Overview
This article or section is missing citations or needs footnotes.
Using inline citations helps guard against copyright violations and factual inaccuracies.(October 2007)
Synonyms for grinding include the figurative terms farming (relating the repetition to tending a farm field), treadmilling (a comparison with exercise treadmills), and pushing the bar (a reference to Skinner boxes in which animals, having learned that pushing a bar will sometimes produce a treat, will devote time to pushing the bar over and over again). Related terms include poopsocking and catassing, which refer to extended or obsessive play sessions. Used as a noun, a grind (or treadmill) is a designed in-game aspect which requires the player to engage in grinding.
The most common form of level treadmill is the practice of killing monsters for experience points. The player constantly chases after the next level in order to be able to defeat the next slightly stronger monster. The outcome of MMORPG combat tends to depend more on the character's numerical statistics than the player's skill. Thus there is usually little for a player to do beyond clicking an attack button until he or she wins, or is forced to flee when nearing death. So whether fighting small rats or large demons, the player is performing essentially the same actions, the only difference being the larger numbers in his or her character and the monster's attributes. In the eyes of critics, the player is essentially running forward while going nowhere, as on an exercise treadmill.
Why players grind
Several answers have been suggested for the question of why players grind. A major motivating factor is the player's desire to attain what appears to be the game's ultimate goal regardless of spending the time on doing so, which for many games is to reach the maximum level. There is usually little or no incentive for players to continually seek new challenges. Once they have found a means to reach their goal they will be averse to tackling new risks and instead repeatedly play through familiar content. Sometimes players might actually enjoy repetitive tasks as a way of relaxing, especially if performing the task has a persistent, positive result.
One reason that is less influenced by player choice is a lack of game content. If the player experiences all interesting content at the current level before reaching their next objective, the only alternative might be for the player to grind to the next level. "Interesting content" is key here since the player might have been given "new content" that is too similar to previous content to be considered interesting by the player. (Game designer Raph Koster gives an example of "Fireball VI" being uninteresting.)
(I got it fromhere.)
DETAILED ENOUGH?
FreeQuick wrote:ZadE203 wrote: But i want a detailed answer please
Grinding is a pejorative term used in computer gaming to describe the process of engaging in repetitive and/or non-entertaining gameplay in order to gain access to other features within the game. The most common usage is in the context of MMORPGs and JRPGs, most often Final Fantasy and Dragon Quest, in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over and over again, in order to advance their character level to be able to access newer content. Grinding can also appear in other games in which features can be unlocked.
Contents
Overview
This article or section is missing citations or needs footnotes.
Using inline citations helps guard against copyright violations and factual inaccuracies.(October 2007)
Synonyms for grinding include the figurative terms farming (relating the repetition to tending a farm field), treadmilling (a comparison with exercise treadmills), and pushing the bar (a reference to Skinner boxes in which animals, having learned that pushing a bar will sometimes produce a treat, will devote time to pushing the bar over and over again). Related terms include poopsocking and catassing, which refer to extended or obsessive play sessions. Used as a noun, a grind (or treadmill) is a designed in-game aspect which requires the player to engage in grinding.
The most common form of level treadmill is the practice of killing monsters for experience points. The player constantly chases after the next level in order to be able to defeat the next slightly stronger monster. The outcome of MMORPG combat tends to depend more on the character's numerical statistics than the player's skill. Thus there is usually little for a player to do beyond clicking an attack button until he or she wins, or is forced to flee when nearing death. So whether fighting small rats or large demons, the player is performing essentially the same actions, the only difference being the larger numbers in his or her character and the monster's attributes. In the eyes of critics, the player is essentially running forward while going nowhere, as on an exercise treadmill.
Why players grind
Several answers have been suggested for the question of why players grind. A major motivating factor is the player's desire to attain what appears to be the game's ultimate goal regardless of spending the time on doing so, which for many games is to reach the maximum level. There is usually little or no incentive for players to continually seek new challenges. Once they have found a means to reach their goal they will be averse to tackling new risks and instead repeatedly play through familiar content. Sometimes players might actually enjoy repetitive tasks as a way of relaxing, especially if performing the task has a persistent, positive result.
One reason that is less influenced by player choice is a lack of game content. If the player experiences all interesting content at the current level before reaching their next objective, the only alternative might be for the player to grind to the next level. "Interesting content" is key here since the player might have been given "new content" that is too similar to previous content to be considered interesting by the player. (Game designer Raph Koster gives an example of "Fireball VI" being uninteresting.)
(I got it fromhere.)
DETAILED ENOUGH?
Fly wrote:Definition of Grinding: Leveling non stop using a proven system to out level normal players.