With some more difficult level based games, like the Shin Megami Tensei and Wizardry series, it puts less emphasis on the new gear your characters can use, and instead focuses on the natural strength of the stats. If you spend a little bit of time building some levels between towns then the first trip to the next one will be the big weapon and armor buy up, probably with enough left over to restock on healing items. Final Fantasy games are a good example of this. Just moving over the world and grinding in the dungeon should give the player enough money to deck out their party at the next town, maybe with some help from a boss drop or stolen item. This style of game usually gives you more money than experience in terms of need that is, so gear is usually quite easy to obtain in the natural progression of the game. Wizardry is a prime early example of needing levels to get further in the game, usually having an invisible wall where enemies get much stronger and harder, but with better rewards. This is the most common style of grinding, and it dates back to the earliest college mainframe RPG MUDs and earliest PC RPGs. I have four to discuss with the class today.Ĭall it a level grind, or an experience points (EXP, XP, whatever) grind depending on the way the game handles its leveling system. Because of the difference in philosophies, even going back to near the dawn of RPG games period, I have thought long and hard on different styles of grinding. At its heart the main goal is to gain levels, but sometimes this is a secondary goal. The further back you go the more grinding there is! There are many different ways that grinding is implemented. You know what they have? Grinding, most of the time. Posted under Ultra Grinding, final fantasy, phantasy star, shin megami tensei, suikoden, Posted on May 26th 2014 at 12:57:31 AM by ( SirPsycho)
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