
Originally Posted by
victory
Thinking of a play session in terms of providing a certain amount of items and experience kind of points towards the game possibly being...
If the game did not have items and experience to begin with, would there be a point to playing it? If yes, how long would it stay attractive compared to the version that has stuff to accumulate?
To clarify how I'm using the terms, I tend to call an element of a game a grind if it is repetitive, its results accumulate by time, and I would rather not do it. (Typically it is also quite unchallenging.) This is necessarily a subjective determination as it depends both on "fun" and to a point, "challenge". My calling a game grind-based is broader and somewhat less subjective; those games are highly dependent on accumulating something over time with repetitive activity over different play sessions, and fall apart or become a shadow of their former selves if you take that away. In other words those games primarily satisfy the player's collecting instincts (not to mention OCD tendencies). I'm not saying they are outright bad, but what enjoyment there is available from them feels hollow to me so I avoid them. What I have a real problem with is the recent fashion of grinds being tacked on non-grind-based games which I might actually want to play.