Okay, some more musings on...
(oh Lawd. It grew :) But "only" two mousewheel scrolls down so that`s okay, right guys? Guys...?)
Grinding in non-roguelikes
I will use Final Fantasy 12 as a little example here. It is a game that I`d rank as good/pretty good - so not a personal favourite but a solid representative (I`m also not a die hard FF fanboy, in fact I used to strongly dislike it in my pre-Japanase days). For those unfamiliar with the series, it`s a jRPG of the "epic" kind, where setting & protagonists, and sometimes battle-systems vary from title to title but some design elements remain the same.
My usual game flow would go like this: watch a cutscene leading to a location, usually big town/village that will serve as a hub with shops and quest givers. I`d then explore for a bit, marvel at the architecture, see what items/spells are available in shops, talk to some characters, acquire quests. Pretty standard for any RPG, be it "w" or "j" variety. Then it`s time to set off into the wilderness/dungeon.
Combat happens in real time, but it`s pausable with total control over your actions, plus customizable to the extent which nearly makes it a TB system (which is always my preferred one). You can also "program" your two companions by means of a very in-depth Gambit system - sadly it`s never 100% reliable so I don`t use it, instead controlling them manually too.
And so I start exploring the area - and inevitably - battling monsters. Normally, and I assume in the eyes of gameists out there, you`d only do it on your way to some specific "target" - be it a quest location, maybe map exit or some such. But...I don`t. I take a detour...go around that hill twice...chase some monster into other direction...hell, you know what, these wolves yield some medals so I`m gonna backtrack to the entry and back again and BANG!CRASH!WALLOP! - crikey! it`s the inevitable arrival of the Grind Police, wipin` my HHDs, stompin` on me disks and strapping me into a Clockwork O-like contraption, where I have to play Rogue for next 6 weeks.
Okay, so this was a lame dramatisation. But the point that I was - very unclearly, sure - trying to make is that grinding is only a chore when it is. As in, taken completely out of context, used by OCD players, or employed in a bad videogame. But FF 12 isn`t one. While (some of) the plot and (some of) the characters aren`t that good (my subjective opinion) other things are. Gfx and environs are stunning. Sfx pretty decent. Plenty of irrelevant-but-fun activities. Engine and overall design extremely smooth and pleasant to use. Battling? Quite brilliant - expanding here, it`s seldom (think bosses and mid level baddies) a "real" challenge, tougher monsters need their weaknesses decoded in rock/paper fashion and then dispatched, but it`s never the less fun. All these elements combine <- very important - and so I don`t mind wandering around an area for some extra time, battling, sightseeing, just enjoying the ambience really. Eventually I will get bored - find most of the chests, see the views, monsters will get too easy - and then it`s time to move onto the next area.
In the process, I quite probably battled lots of monstas thus grinding my stats above some, perhaps necessary-to-progress, level. Hell, I might have even done it on purpose, thinking it won`t hurt to be even stronger and show these critters who`s boss. Wooo! Bad Henry! But...really?
Compared to other, more strategic systems out there - not even those in RLs, that`s below- it is of course sort of "inferior", at least for someone like me who grew up on true TB strategy (my other net nick is lasersquad). But, it works and has addictive, compelling elements. Which is why millions play it. And if some of us want to expand this addictive "grinding" elements, because we enjoy the entire game itself, why not? J-folk know this, and so there indeed are grinding mechanisms built in some jRPGs, but rather cleverly, and never as a necessity to progress. For example Blue Dragon on 360 is one game in which I actually went the whole 9 and really, really went overboard with grinding. After you finish the main plot and meet certain conditions, you get to battle super-monstas, untouchable without maxing out certain skills. For this there are two areas in the game with special critters who yield huge XP bonuses. Fast forwarding the whole process. I can feel some of you tremble with derision at this concept ;P but honestly, it`s fun. I didn`t do it because of some evil spell emanated from the game box and possessed me or because it was only my 2nd videogame ever. Nope, I did it because I liked the entire game a lot and it was fun playing it.
FF 12 is just an example. About earlier point that "jRPGs are grindfests", well, there`s gazillion-and-one systems these games use. Their commercial devs are insanely more inventive than their Western counterparts (plus consumers much more receptive) and if you actually explore the genre with an open mind, you`d see for yourself. I know this because I was also J-allergic back in the day (die hard wRPG nut) who thought it`s all bawwing whimsy with "cute" characters. Oh boy...was I wrong. Funnily enough, it was a decline of turn based Western RPGs that convinced me to dip a toe, and I never regretted it. So, there`s plenty of choice for those who like simple but addictive grinding, but also those who prefer their strategy logical and hard-as-nails (Press Turn system from Megaten games shining the brightest - basically a mini-chess in Phantasie`s row vs row convention) and also wild mixtures of both.
But, it`s not the entire point yet ...Unfortunately - for those allergic to so called "walls of text" (funny, back in the day there were plenty of these in things called "books' ;) there`s more:
Grinding in roguelikes
Yes, I`m just a newcomer to this strange new world of RLs. So, perhaps my knowledge of the genre is limited. But I learn fast, and some of the concepts are also shared throughout other ones, hence more opinionated drivel (ahem ;)
This is why I didn`t separate this and the above non-RL rant into two. Reason being, it`s rather obvious we`re talking two different beasts here. I largely agree that RL rely on other principles than majority of overground games. Perhaps even "better" principles, gameplay wise (and generalising-wise). Long story - but been thinking about it a lot recently and if someone hypothetically put me in a "desert island, RL or non-RL for the rest of your days" situation I`d go with RL. I think. It will of course seem a laughable no-brainer to most of the grognards here, but please remember my background.
Back on point, I don`t think grinding mechanisms/systems - deliberate ones as described in my above FF example - should have place in the RL world. But I think small doses and experiments should be allowed, as long as they don`t break the game too. Also, there`s so many RL`s coming out that if one or two tried that, what`s the harm? Variety is the sp ...ugh, I hate this quote. Angband seems to be black sheep disliked for that reason (correct me if I`m wrong, only played it a little bit).
Conversely, the main problem with the "overground" games is that majority stick to the "easier" formula. It`s not a bad thing in itself, but the more complex and difficult systems have been eroded because of the almighty $$$, at least mostly in the West. In my ideal world there would be place for more relaxing, non-hardcore games - perhaps even more dominant, since more people go for this style - but also very substantial sector of RL-mechanics-infused AAA titles. Well, one can dream. But it doesn`t mean I `m gonna condemn all the "easy" games out of hand - nope, some are very good and sometimes I just don`t want to play a "hard", taxing game. I want me bubblegum. Also, I`m only using the "easy" term as a mental shortcut - some titles have strategy and tactics on-par with the RL ones - it`s just they`re more "local". As in, a battle in an old SSI Goldbox title could be as taxing mentally as any strategizing in Crawl, but because of the design nature - it`s a sprawling RPG epic that requires saving to maintain its various subsystems - it`s just an element, not the whole thing. But losing this battle is no less disappointing than dying in an RL.
I could go on, but it`d be just another brick in the text wall, and, shock horror, there`s still the...
Narrative/Story
I will agree with one point: I also think that majority (entirety?) of videogame writing is substandard when compared to other media. I grew up in a world where books were only media available and was lucky to consume the likes of Le Guin and Gene Wolfe very early and after this it`s hard to be kind to other, ahem, attempts. And yeah, we live in an era dominated in ruthless publishing deals - authors plan their books in volumes ahead, to maximize profits, also will latch onto anything that seems to be popular, like witches or vampires...brr, terrible hacks. This is manufacture, not a creative process. But I wouldn`t go as far as comparing it to mythology - sorry Vanguard, it seems like apples and grapes to me. Mythology was a religious thing and for these people it was reality, not a fantasy. It`s easy to extol its virtues from contemporary viewpoint, but it`s a bit unfair.
Thinking of it now, seems there was only one game ever that I`d mark as narratively equal to my book/film heroes - Thief: The Dark Project (taking on board all the genre`s limitations of course).
But - "substandard" doesn`t mean "all bad". In fact there`s plenty of examples that are solid enough for me considered "okay". As in a potboiler perhaps, or a Hollywood flick. Sometimes - similarly to above argument about "easy" game systems - I just like some lower-brow entertainment. For example I`m playing 1st Uncharted at the moment, and it`s nothing but an Eighties adventure movie, perhaps sub-Indy with main character being a bit of a w****r, but hell, who cares. The game is beautiful, cover-based shooting surprisingly solid and the plot maybe ridiculous - but hey! did I mention it`s an Eighties adventure movie?
First Mass Effect was pretty good plot wise, kinda sub-Alistair Reynolds, which is good enough for me in a videogame, since it`s a medium in which plot is only one of the elements. And so on...didn`t like the DX:HR mechanics but what I saw of the writing was quite all right, same goes for, dunno, new GTA (one interesting thing is that it`s a masterclass in blending cutscenes/conversations with the gameplay itself, thus validating the "story" much more).
But okay, these are more actioney games...meanwhile in wRPGs, where narratives should be more daring, the tedium rules supreme, yes. We`re trapped in the endless cycle of dwarves in forests and Elvish Mines (or...something) while sword/staff wielders save princesses from dragons. Few games breaks this mold, sadly. jRPGs have their own tropes but they quite often go in wild & wonderful directions - like Mother, Contact, or SMT: Digital Devil Saga.
Ultimately though I`m a strange one - I don`t care much for stories in games, but I still require at least an outline. Even if it`s just one sentence ;) The rest I can fill myself...