History Main / AntiGrinding

27th Apr '17 9:25:06 PM harharhar
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** ''VideoGame/DevilSurvivor'' and [[VideoGame/DevilSurvivor2 its sequel]] play with this trope. Initially, the games possess the usual AntiGrinding method common in SMT (less Exp gained if overleveled, Demons needing too much Exp to level up etc). However, in NewGamePlus, you are given the option to purchase removal of this AntiGrinding feature to an extent, allowing your party to obtain Exp as normal regardless of level.
23rd Apr '17 11:02:24 AM nombretomado
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* The Franchise/TalesSeries usually has some form of this. ''VideoGame/{{Tales of Symphonia}}'', for example, cuts your EXP gains if you're at too high a level compared to the enemies you're fighting. At most, this can halve your EXP gain, making the 10x EXP upgrade in the NewGamePlus more like 5x EXP.

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* The Franchise/TalesSeries ''VideoGame/TalesSeries'' usually has some form of this. ''VideoGame/{{Tales of Symphonia}}'', for example, cuts your EXP gains if you're at too high a level compared to the enemies you're fighting. At most, this can halve your EXP gain, making the 10x EXP upgrade in the NewGamePlus more like 5x EXP.
11th Apr '17 5:00:22 PM nombretomado
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* The ''[[VideoGame/ShiningSeries Shining Force]]'' games also decrease the experience you can get from enemies as you go up in level, so that if you're intent enough on LevelGrinding, they will eventually start not giving any experience. Healers are easier to grind, as the experience from healing only depends on whether the spell/item actually did any healing, and a successful heal spell or healing item will always give a healer at least 10 experience (out of the 100 needed for each level up).

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* The ''[[VideoGame/ShiningSeries ''[[Franchise/ShiningSeries Shining Force]]'' games also decrease the experience you can get from enemies as you go up in level, so that if you're intent enough on LevelGrinding, they will eventually start not giving any experience. Healers are easier to grind, as the experience from healing only depends on whether the spell/item actually did any healing, and a successful heal spell or healing item will always give a healer at least 10 experience (out of the 100 needed for each level up).
11th Apr '17 5:00:14 PM nombretomado
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* The ''ShiningForce'' games also decrease the experience you can get from enemies as you go up in level, so that if you're intent enough on LevelGrinding, they will eventually start not giving any experience. Healers are easier to grind, as the experience from healing only depends on whether the spell/item actually did any healing, and a successful heal spell or healing item will always give a healer at least 10 experience (out of the 100 needed for each level up).
* VideoGame/SuperRobotWars uses a similar system to Fire Emblem, although games with units that have the "repair" ability can spam it as long as they like on another unit that has it to gain free experience for as long as they like. It still only allows them to level up their pilots, though: the mecha themselves need to be upgraded with money between stages.

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* The ''ShiningForce'' ''[[VideoGame/ShiningSeries Shining Force]]'' games also decrease the experience you can get from enemies as you go up in level, so that if you're intent enough on LevelGrinding, they will eventually start not giving any experience. Healers are easier to grind, as the experience from healing only depends on whether the spell/item actually did any healing, and a successful heal spell or healing item will always give a healer at least 10 experience (out of the 100 needed for each level up).
* VideoGame/SuperRobotWars ''VideoGame/SuperRobotWars'' uses a similar system to Fire Emblem, although games with units that have the "repair" ability can spam it as long as they like on another unit that has it to gain free experience for as long as they like. It still only allows them to level up their pilots, though: the mecha themselves need to be upgraded with money between stages.
4th Apr '17 2:30:52 PM Zuxtron
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* ''VideoGame/CastlevaniaSymphonyOfTheNight'' very quickly reduces weaker enemies to giving a mere one experience due to its experience system. The game compares your level to that of your enemies, then sharply reduces your EXP for every level you are above them. However, when ''they'' outlevel ''you'', you only get a marginal gain in EXP. Thankfully, it's not necessary to grind in most cases.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' employs the same method; Reach too high a level and that EliteMook which can tank dozens of hits from you gives you 1 Exp per kill.
** ''VideoGame/CastlevaniaOrderOfEcclesia'' actually downplays this a lot by making bosses and enemies still deal incredible amounts of damage despite having high levels. Those thinking they could still grind their way to defeating tougher enemies will be in for a surprise.
*** A particularly notorious example is the GiantEnemyCrab boss, which renders your shiny sword and ridiculous attack stat basically useless for the course of the battle, since you can ''only'' kill it by [[BossArenaIdiocy crushing it with a dropping elevator]].
** In ''VideoGame/CastlevaniaIISimonsQuest'', once the character gains a level, monsters lower than that level no longer give experience points, thus forcing the player to move on to harder areas to continue leveling.



* The ''Franchise/{{Atelier}}'' series tends to punish level grinding and encourage other ways of surpassing obstacles. The most obvious method is the [[TimedMission time limit]] in games prior to Shallie: spend too long killing monsters for experience, and you'll run out of time. Additionally, the bonuses from levelling up tend to be quite minor outside of sometimes learning new skills at specific levels, and experience gain is lowered against weak enemies. Most of the time, if you're having trouble, the solution lies not in increasing your levels, but in using the game's ItemCrafting system to make better bombs, healing items, and equipment, which have a much bigger impact that your level.



* ''VideoGame/CastlevaniaSymphonyOfTheNight'' very quickly reduces weaker enemies to giving a mere one experience due to its experience system. The game compares your level to that of your enemies, then sharply reduces your EXP for every level you are above them. However, when ''they'' outlevel ''you'', you only get a marginal gain in EXP. Thankfully, it's not necessary to grind in most cases.
** ''VideoGame/CastlevaniaHarmonyOfDissonance'' employs the same method; Reach too high a level and that EliteMook which can tank dozens of hits from you gives you 1 Exp per kill.
** ''VideoGame/CastlevaniaOrderOfEcclesia'' actually downplays this a lot by making bosses and enemies still deal incredible amounts of damage despite having high levels. Those thinking they could still grind their way to defeating tougher enemies will be in for a surprise.
*** A particularly notorious example is the GiantEnemyCrab boss, which renders your shiny sword and ridiculous attack stat basically useless for the course of the battle, since you can ''only'' kill it by [[BossArenaIdiocy crushing it with a dropping elevator]].
** In ''VideoGame/CastlevaniaIISimonsQuest'', once the character gains a level, monsters lower than that level no longer give experience points, thus forcing the player to move on to harder areas to continue leveling.
21st Mar '17 4:38:27 AM bt8257
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The most common forms of this trope are escalating "experience to next level" values, where the higher your level goes, the more excessive the amount of experience you need to level up, and adjusted experience gains, where the amount of experience you earn for defeating an enemy is relative to your current level -- a level 50 party killing level 4 enemies would get a whopping 1 experience point for their trouble. Another option is to [[LevelScaling make enemies gain levels along with the player]], so grinding an extra ten levels leaves you with enemies ten levels tougher, too. If the enemy also learns new attacks and powers as they level up, this could backfire on the player, making those {{Giant Spider}}s extra [[DemonicSpiders demonic]]. A few games (but not MMORPG ones) [[TimedMission add a time limit]] to discourage excessive grinding so a player must go to next area / complete objectives within a certain amount of time.

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The most common forms of this trope are escalating "experience to next level" values, where the higher your level goes, the more excessive the amount of experience you need to level up, and adjusted experience gains, where the amount of experience you earn for defeating an enemy is relative to your current level -- a level 50 party killing level 4 enemies would get a whopping 1 experience point for their trouble. Another option is to [[LevelScaling make enemies gain levels along with the player]], so grinding an extra ten levels leaves you with enemies ten levels tougher, too. If the enemy also learns new attacks and powers as they level up, this could backfire on the player, making those {{Giant Spider}}s extra [[DemonicSpiders demonic]]. A few games (but not MMORPG ones) [[TimedMission add a time limit]] to discourage excessive grinding so a player must go to next area / complete objectives within a certain amount of time.



9th Mar '17 11:07:48 PM KZN02
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Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain. See also AbsurdlyLowLevelCap, which is when a game makes it possible to reach the level cap without excessive grinding.

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Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain. See also AbsurdlyLowLevelCap, which is when a game makes it possible to reach the level cap without excessive grinding.
grinding, and ExperiencePenalty.
6th Mar '17 9:18:52 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.

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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she Lucia will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
6th Mar '17 9:18:32 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.

to:

* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered PurposelyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
6th Mar '17 9:17:24 PM Midna
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* In ''VideoGame/LunarEternalBlue'', if you stay around in the Blue Spire after you pick up Lucia and use her IntentionallyOverpowered spells to grind for an inordinate amount of time (specifically, until you reach level 7), she will eventually say something like "if we keep doing this we won't get anywhere" and cast a spell to keep monsters from attacking until you leave the tower.
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