Grinding in Games: Do We Need Loot to Have Fun?
cre: Grinding in Games: Do We Need Loot to Have Fun?
I have a few friends (shockingly, I know) who have very interesting taste in games. No, not visual novels and their ilk. One of those friends doesn’t like games like Borderlands or Diablo. While plenty of debate gave reasons such as not liking the former’s art style or not being drawn to the latter’s isometric perspective, it was interesting to see how both games are essentially loot-based. It was even more interesting to watch him play The Witcher 3: Wild Hunt. He never went out and tried to explore every inch of the world and collect every piece of Witcher gear there. On the contrary, he chose to live the story first.
The Witcher 3 is by no means a game with grinding – in fact, one could argue with its leveling system and the amount of experience doled out in side quests and fighting enemies it actively discourages. The thing is, this friend is someone who’s been playing for years and while he’s not spending hours and hours looting or grinding, he’s having fun.

“And of course there’s Bungie’s Destiny, the 10-year-old project that’s often derided as much for its lack of content and gameplay as it is for its RNG system and player addiction.”
Then there’s the other friend who still plays The Elder Scrolls V: Skyrim. And no, it’s because of the many mods since it’s been on PS3. He is someone who has collected the most powerful armors, completed all the quests and yet he just loves to explore the world. It was only recently that he started a new game. Heck, there are times when he’s shocked to discover completely new areas he didn’t know about before. There wasn’t a grind to speak of as much as there was a desire to finish it all, but spending years with this one game – even though it was as big a game as Skyrim – was fun. for him.
These days, it’s interesting to note one sort of loot game or the other gaining prominence. The smartphone market is flooded with action RPGs that encourage you to fight and earn more loot. Assassin’s Creed Unity pushed fans to get better loot, though it also wanted you to get every chest imaginable in the game. Tom Clancy’s The Division recently revealed its penchant for loot, going so far as to encourage players to betray their friends if necessary just for this new gun. Call of Duty: Advanced Warfare introduced Supply Drops, which players eagerly pursued for a chance to acquire elite weaponry (which led to Advanced Supply Drops that could be purchased for a luck -not a guarantee – but an elite weapons chance).
And of course there’s Bungie’s Destiny, the 10-year-old project that’s frequently mocked as much for its lack of content and gameplay as it is for its RNG system and player addiction.

“That’s not to say the grind can’t be fun. Some players are still playing Diablo 3 to this day, running Nephalem Rifts and Greater Rifts in an effort to complete greater challenges and just unlock better gear (if not become more powerful in dealing with it).”
Games like Destiny have been discussed to death. However, one has to wonder – since when did grinding and trying to get the next big drop really act as a substitute for pleasure?
Tell any hardcore Destiny player how many hours they’ve put in the game and you’ll walk away with stats like 500-1000 hours. Some dedicated players even have 2000 hours of gameplay. But anyone who’s played Destiny will tell you how much of that time was spent running around on patrol, completing bounties to boost our reputation, or grinding the Strike playlist to get a chance to get better gear or Vanguard marks for better gear. This doesn’t count the time spent running raids or arenas over and over again in hopes of getting the desired exotic or raid weapon.
In comparison, The Elder Scrolls Online takes a different path. You can try running dungeons or trials (the in-game equivalent of a raid) or even Realm vs Realm PvP for a chance at some great loot. You can also just, you know, explore the world or attempt to craft equipment. Although grinding elements are present, it’s not the end of the game. You could even say it’s the case for World of Warcraft, which gives you guaranteed drops for raids even if you don’t run on the highest difficulty.
That’s not to say the grind can’t be fun. Some players still play Diablo 3 to this day, running Nephalem Rifts and Greater Rifts in an attempt to complete greater challenges and simply unlock better gear (if not become more powerful in the process).

“Will nostalgia and recollection of fun be enough to revisit a game that won’t change? Or will constant new additions of loot and the means to acquire it be the way to go?”
Like any other loot game, drops are completely random and yet Diablo 3 sometimes seems to reward players better. Other times it can just be repetitive and the only thing that draws players in is the desire for that next drop or that next level of Paragon or that next stage of the Great Rift.
Loot-based games aren’t going away any time soon, and there will always be one implementation or another in modern games. Developers can’t work on so much content to keep players hooked – they have to offer something else, a worthwhile reward for investing their time while ensuring that more time is invested all at once.
The continued popularity of single-player experiences like The Witcher 3: Wild Hunt, Batman: Arkham Knight, and even Uncharted or Halo series shows that the grind hasn’t caught on with all gamers. But could the day be long gone when every game incorporates RNG loot rather than hooks to keep players coming back? Will nostalgia and the memory of pleasure be enough to revisit a game that will not change? Or will constant new additions of loot and the means to acquire it be the way to go?
Either way, the developers want your time more than ever. These days, playing a game can be like visiting Vegas. It’s ultimately up to the players themselves to decide whether they want to spend it all on the slots until the next big hit, embark on drunken adventures on the Strip that will be remembered for years to come, or a mix of the two that keeps them coming back. to the culture itself.
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