![]() But I think what makes a grind “worth it” / engaging is that there’s constantly some goal on the horizon. I’m just an armchair game designer, so this is just my experience / two cents. Much of the same wisdom on those topics carry over to simulators, so do some research on how to balance and pace those types of games. Again, idle/incremental/simulator/grind games are essentially the same as MMORPGs. There’s lots of wisdom out there on the topic if you search for that instead of limiting yourself to Roblox games. They’re just a specific type of idle/incremental game, which is a pretty old genre. Sorry for wall of text I hope this isn’t a waste of time to read :I ![]() TL DR, To make a perfect grind is to throw a curve ball every once in a while in order to spice up game play and give people something to look forward to. To attract players, a grind can be continuous, but it can not be repetitive. Not only that, but to get to the next thing in the line of progression, you need to complete a variety of other, new things that you hadn’t done. It’s the same with the example you gave of Hypixel Skyblock it may be a continuous and never-ending grind, but it is one with always something more to do. The reason games like Ninja Legends and Saber Simulator do so well despite being perpetual clicker games is because they are continually updating their game with new features, new methods of progression, and other likewise things. If your game up until this point has been entirely clickers, maybe throw in a Boss Battle that you’re required to beat in order to progress or other little things like that to change the game every so often. To appeal to a wide audience you need to consistently change how your game is played, not so much from a leveling aspect, but from a progression aspect. At some point or another a perpetual grind is going to get boring, I provide prime examples of the mobile game WWE Supercard, and a wide variety of MMOs most notably EverQuest considered to be two incredibly innovative games eventually fell off. Is the grind about something that isn’t turning your auto clicker on or staying AFK? If so, what makes people come back?Ī “Perfect Grind” does not, and can not ever exist because you can’t appeal to everyone, especially with a grinding game. And ROBLOX players seem to like to beat each other up, so is it a repetitive kill or a roleplay game that hooks players on? Or is waiting what players REALLY want? getting 1 million+ porkchops for a sword that has 100 more damage than what most people use) Is this because of a competitive economy, trading, and something that isn’t clicking?īut what is fun? In Skyblock, people wished to simply beat up bosses faster than others and get better loot. However, I play Minecraft Hypixel Skyblock, where players continuously grind and do ridiculous things for slightly better stats than everyone else. Because in the end, all you’re really doing is smashing your left click button for that 344th rebirth. But the abundance requires constant updates and it usually ends up being “live or die.” A short burst of glory, but not enough to make people continue. ![]() Let’s take simulators - a simple permagrind with rebirths and whatnot. Basically, how much grinding is ideal for retention? And how should this grinding be performed? Or maybe I'm just projecting my Fire Emblem frustrations onto you.I’m trying to figure out the ideal amount of grinding in a game and the style of grinding it is so that players don’t feel bored and quit after “beating” the game and so that players don’t feel like they’re wasting their time on something they’ll never get and quit because the process of grinding is boring. So when people in here are suggesting older Fire Emblems or X-COM 2, though those are great games, I wonder if they're missing the point of your question. Or maybe I'm just projecting my Fire Emblem frustrations onto you. Meanwhile Into the Breach is a series of, what, 5-hour runs? It's a totally difference experience. Alright OP, what do you mean by "no grinding"? Do you mean "I like having stats and levels and whatnot, but the existence of repeatable sources of XP cheapens the experience for me whether or not I choose to take them?" Or do you mean "I don't want to play an 80-hour long RPG where I have to worry about who's going to get XP in hour five and whether they're a viable character in hour fifty"?īecause Fire Emblem Engage has plenty of strategy, and grinding isn't remotely necessary (and I believe not possible on Maddening), but though I love it I often find myself wishing I could just use my best guys all the time instead of having to spread the XP around my full squad, y'know? ![]()
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