Roger
First Post
In a different context, Sid Meier defined a game as " series of interesting choices." I'm inclined to think that grind occurs when:
1. The players are not making choices, or
2. The players are making choices but they're not interesting.
So the classic grind situation is "For the 17th round in a row, I stand there and swing my sword."
(I'm playing a bit loose here with "the players"; I'm not entirely sure how to resolve the situation when 1 player is grinding but all the rest are not, or when every player but 1 is grinding, and everything in between. So forgive me.)
Approaching it from this angle avoids things such as duration, hit frequency, etc, as considerations on a primary level. I think they're generally subsumed in the "interesting" part, but I'm not absolutely sure about that.
I'll get to "what causes it?" in a little while, to give everyone a chance to address this definition (or description) if they like.
Cheers,
Roger
1. The players are not making choices, or
2. The players are making choices but they're not interesting.
So the classic grind situation is "For the 17th round in a row, I stand there and swing my sword."
(I'm playing a bit loose here with "the players"; I'm not entirely sure how to resolve the situation when 1 player is grinding but all the rest are not, or when every player but 1 is grinding, and everything in between. So forgive me.)
Approaching it from this angle avoids things such as duration, hit frequency, etc, as considerations on a primary level. I think they're generally subsumed in the "interesting" part, but I'm not absolutely sure about that.
I'll get to "what causes it?" in a little while, to give everyone a chance to address this definition (or description) if they like.
Cheers,
Roger