Author profile

Zack Wood

"Zack likes exploring new worlds through games. He did the art/design for Cafe Murder. an iPhone game about a bazooka-wielding waitress and her insane chef brother. He also studied manga and game design at Kyoto Seika University and wants to go back."
7 min read
#Game Design

Quit the Grind: Other Ways to “Level”

In many RPGs you reach a point when battles are neither novel nor challenging, when you’re just going through the motions for gold or experienceーalso known as grinding. It can kill any momentum the game had going, and it turns play into work. The problem is that grinding is hard to avoid in the standard RPG formula where each battle pushes you closer to the big “level up.” You’re inherently rewarded for grinding, and sometimes forced to by sudden jumps in difficulty. Many classic RPGs have explored alternatives here, tooーlet’s see how they handled “leveling up.” LIMITED NUMBER OF ENEMIES This is the most simple solution- you can’t grind if there aren’t any more enemies! This is used by many Strategy RPGs (Fire Emblem, Front Mission, etc.) that they are divided into stages with a set numbers of enemies. This...