
Almost all computer games with “role-playing elements”¹ force the player to spend a lot of time on boring, non-challenging, repetitive tasks. These tasks, called grind, translate play time into in-game power. Often, they are disguised as something vaguely heroic — killing ten orcs, for example — but sometimes, especially in online multiplayer games, designers seem determined to rub new players’ faces in the fact that they are worthless nothings by sending them off to collect ten balls of lint instead. In either case, the question is “why deliberately include grind?”
The advantages for the game developers are clear:
1. Grind slows content consumption. You can have a pretty small world and still write “50 hours of excitement” on the package if the player has to spend ten hours in each new region walking back and forth between the lint orchards and the marketplace.²
2. In an online game whose income is based on advertising or monthly subscriptions, grind ties player success to developer income. The more powerful a player wants to become, the longer she must play — and hence, the more money she generates for the developers.
Why do the players accept this?
For one thing, grind often comes packaged in fancy visuals and perhaps a new world to explore, so it doesn’t feel like work until the novely wears off. But there’s more to it:
3. Steady progress is seductive. In real life, achievement involves hard work and often risk. Computer games offer an easy sense of accomplishment; their challenges are designed to be overcome. Grind distills this: if you put in the time, you are guaranteed the reward, which is the way we’re taught as children that life is supposed to work.
4. Competition motivates. If there’s a chart somewhere that says that I’m better than you, I get a satisfying feeling of superiority, even if the chart only measures our respective willingness to have our time wasted.
5. People will put up with a lot of crap to feel cool. Games with grind are often designed so that increasing power means prettier equipment, fancier special effects, etc. This also explains the humiliating newbie lint-quests: increasing the coolness gap between new and experienced players increases the incentive to level up.
So grind is tempting… but it has dangers:
- Grind at the beginning of a game, before a player becomes hooked, can cause her to stop playing before “getting to the good stuff”. And if there is no “good stuff”, those who do stick it out will be very disappointed.
- Grind consumes bandwidth and server resources for online games, and these cost money, so it actually reduces profits for games with a flat monthly fee.
- Grind plagues the game designer’s conscience — or should.
Is it possible to get the good parts of grind without the bad?
I’m not sure, but I’m doing my best in our game. My approach is two-pronged:
a) Grind is optional. Our game can be played, even at a high level, in a few minutes a day. However, to satisfy those who crave grind, or who simply would like to invest more of their time, there will be special, grind-based tasks and rankings that interact only weakly with the core gameplay
b) Grind isn’t too boring. I don’t think it’s possible to make grind really interesting, because interest arises either through challenge (which would void benefit 3) or appealing content (which contradicts 1). Still, there’s a world of difference between an entertaining mini-game and just clicking a button repeatedly.
I don’t want to bore my players unless they insist. Time will tell if I can avoid it.
¹ Unfortunately, “role-playing” in the context of computer games just means “you have a game token or tokens that becomes more powerful the longer it is used”.
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² And if you’re willing to lie about the “excitement” part. (back)
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