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Grinding from a Player’s and Game Designer’s Point of View

Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  To find what differentiates between a satisfying or waste of time grinding, this paper also aims to discover what makes a grind enjoyable, and when they are appropriate.  The results of this paper are built upon previous works and media on game design and grinds. Interviews were held with players that grind to get a deeper understanding of what drives players to grind. The results define grinds as the act of doing something repeatedly for one's own gain. Seven sub-grinds that are found in different games were defined, each with varying characteristics. Grinds are not inherently bad, despite the negative connotations. They are like any other aspect of a game, they can be executed well or poorly. The developers' responsibility is to design a well-balanced grind that does not hinder players from doing what they like and deliver a satisfying experience.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-43306
Date January 2021
CreatorsPerdomo, Patrick
PublisherMalmö universitet, Institutionen för datavetenskap och medieteknik (DVMT)
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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