Forager is another great example of the creativity of the Indie space and how a great idea can go places. Originally a game jam game, it grew into a full-fledged title that was released last month and is still being updated. Today’s post isn’t going to be a review of the game — as it’s amazing — but discussing how the game is one of the best examples of the right kind of grinding in a videogame.
For this segment of our live show, I talked about the problems with video game grinding and how it impacts the gameplay.
Grind is a concept that no gamer wants to experience, and yet, it’s very hard to nail down what it is. Some genres like to boast that they’re about grinding, but they may not really be a grind. We’ve talked about the difficulty of defining grind previously, and it’s still an important element for designers to consider.
“Grinding” in video games has gotten a lot of buzz lately with the push towards loot box and gacha design. When it comes down to it, the player should never feel like the game has become a grind; even if they are replaying levels or content. For today’s post, we’re going to look at two very different areas of focus that allow designers to mitigate the feel of grinding.