Why ever advancing
- noranagaleash
- Jun 9
- 2 min read
Now the feeling of ever advancing vs the grind.
Why stand against it? Well there is more to this
than just in game grind.
There is on mobile platforms also real life grind
of watching advertisements to be allowed to progress in effect eating away
at real life time during a session the person chose to use for gaming but
he is forced out of the game. Now both grinds in game and out of game
have as a result exhaustion yes there is a happy feeling after the grind is done
and the item is acquired but many games today offer grind that can last
for several days and each time it is not finished the player leaves his gaming
device with unnecessary exhaustion making him less able to contribute to real life.
We want to avoid grind as a cheap way to increase revenue or play time by just just
putting in a number like kill 5000 spiders.
So if we offer a grind we do hope it would be interwoven with creative input
from us as the developers. As in the real world some types of earning money like
for example exchanging creative work of a beautiful door for money. And this is
right new value was created from materials and thoughts that would not be
in the world otherwise it makes sense to exchange real value for real money.
Or repair plumbing true value for true money.
But there are also artificial ways of making money like after accumulating a lot
of money new options become available like buying all of some items and so
decreasing availability. Then putting a higher price on the goods than is the
real value of said item and the additional value is just making people pay for
nothing just because it was possible this is absolutely wrong and should be
stopped.
Now this is the same process with setting grind in games to ridiculous values
letting the player pay with time for almost nothing. There are some good examples
of properly implemented grind it is when you don't feel it because it is
intertwined with all the good parts of the game. You may even kill the
5000 spiders but while doing this you experienced many creative works
like entering a dungeon but it is never the same always new
graphics or while doing it you also gained some other items you did not
even notice grinding because on your journey you where blasted with beautiful
new interactable structures and creatures and so on. The result in such a
well implemented grind is you may want to do it all over again. But isolating
it from any other part of game-play just entering the same cave with the same
spiders is dry it is dull. And when you have done it you get your item you never
wanna do it again. This type of grind we hope to avoid.
So we aim in our games to provide satisfying Ever-Advancing progress until the
healthy finish when we have exhausted our creativity we let you go we don't want
you to chase a ridiculous last achievement for double the time you spent to
reach the end of the game.

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