History Main / AntiGrinding

25th Jun '16 5:23:25 AM Bissek
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** The sequel ''VideoGame/RiseOfTheTombRaider'' took a different approach. There's no limit to the amount of game that can be hunted, but there are multiple types of salvage, which are only taken from certain opponents. Grinding for deer will only provide hides and antlers, which is useless if you need nuts and springs, which are found on humans. In addition, there's an upper limit to how much salvage Lara can carry in each category at any time, so the player will be obliged to actually use some of that stuff eventually.
11th Jun '16 8:59:33 PM Doug86
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* The ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.

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* The ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, Fire Emblem, the missions are non-replayable, effectively preventing grinding except for Arenas.



* ''Videogame/TacticsOgre'' has a similar system to the ''VideoGame/FinalFantasyTactics'' and ''Franchise/FireEmblem'' ones above, with the general standard being that striking a unit the same level as yourself earns you 10 XP, and working from there. However, the game developers were wise enough to include a "Training" mode, accessible from the main map at any time, that pit your units against each other and allowed everyone to grind up, with the only penalty being that enemy units would be the same level as your highest-level character (terrifying in the late-game secret dungeon). Although plot enemies would, with only some late-game exceptions, cap out at level 30 anyway, so it was still possible to grind up and beat the game.\\

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* ''Videogame/TacticsOgre'' has a similar system to the ''VideoGame/FinalFantasyTactics'' and ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' ones above, with the general standard being that striking a unit the same level as yourself earns you 10 XP, and working from there. However, the game developers were wise enough to include a "Training" mode, accessible from the main map at any time, that pit your units against each other and allowed everyone to grind up, with the only penalty being that enemy units would be the same level as your highest-level character (terrifying in the late-game secret dungeon). Although plot enemies would, with only some late-game exceptions, cap out at level 30 anyway, so it was still possible to grind up and beat the game.\\
11th Jun '16 8:59:06 PM Doug86
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* The ''Franchise/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.

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* The ''Franchise/FireEmblem'' ''VideoGame/FireEmblem'' series calculates the experience a character receives in combat based on how powerful the opponent is compared to them, so if you grind your party members to high enough levels, you will end up getting a mere 1 point of experience for each fight. Conversely, defeating enemies much stronger than you gives massive amounts of experience, with many lower level party members able to level up after getting just one kill, and almost all party members getting a level up if they defeat a boss. Since most Fire Emblem games only contain a certain number of enemies, this also helps to prevent grinding. Moreover, in Franchise/FireEmblem, the missions are non-replayable, effectively preventing grinding except for Arenas.
1st Jun '16 9:49:08 AM Willbyr
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* ''ShinMegamiTensei'' series in general employ this: The higher your main character's level is, the lower the Exp they gain from fighting the same enemies, forcing the player to go fight stronger enemies to speed up their leveling-up. Also, in games where the characters are humans controlling demons, the demons tend to level up even more slowly, and thus forcing the player to gain stronger demons through various means such as negotiation and fusion instead of grinding.

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* ''ShinMegamiTensei'' ''Franchise/ShinMegamiTensei'' series in general employ this: The higher your main character's level is, the lower the Exp they gain from fighting the same enemies, forcing the player to go fight stronger enemies to speed up their leveling-up. Also, in games where the characters are humans controlling demons, the demons tend to level up even more slowly, and thus forcing the player to gain stronger demons through various means such as negotiation and fusion instead of grinding.
28th May '16 10:55:41 AM Koveras
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Compare AntiHoarding, measures similarly designed to prevent the players from hoarding up items they obtain indefinitely.

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Compare AntiHoarding, measures similarly designed to prevent the players from indefinitely hoarding up items they obtain indefinitely.obtain.
17th May '16 6:04:48 AM Koveras
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Compare AntiHoarding, measures similarly designed to prevent the players from hoarding up items they obtain indefinitely.
5th May '16 11:18:46 PM GoldenSeals
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** Considering the game was designed with an anti-grinding philosophy, it's funny that trying to get to the maximum level in the tutorial world has gained something of a following, to the point where the developers have started adding content to support it. Due to the fact that enemies eventually stop giving XP, this seems like an impossible task, if it wasn't for the fact that enemies can actually gain levels of of killing ''you''. This means that hordes of player[[InvertedTrope level grind an enemy monster]] so that its level increases enough to give experience to high-level players.

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** Considering the game was designed with an anti-grinding philosophy, it's funny that trying to get to the maximum level in the tutorial world has gained something of a following, to the point where the developers have started adding content to support it. Due to the fact that As enemies eventually stop giving XP, this seems like an impossible task, if it wasn't for the fact that enemies can actually gain levels of of killing ''you''. This means that hordes of player[[InvertedTrope level grind an enemy monster]] so that its level increases enough to give experience to high-level players.



* In ''VideoGame/TheMagicOfScheherazade'', your level can only go so high before you have to move to the next chapter, and when you do, even if your level was under the maximum allowed in the previous chapter, it's set to the previous chapter's maximum level in the new chapter. This is mostly due to the fact that unlike most other games of its type, it uses a PasswordSave and not having to keep track of your level and experience helps keep the passwords at a reasonable length.

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* In ''VideoGame/TheMagicOfScheherazade'', your level can only go so high before you have to move to the next chapter, and when you do, even if your level was under the maximum allowed in the previous chapter, it's set to the previous chapter's maximum level in the new chapter. This is mostly due to the fact that because unlike most other games of its type, it uses a PasswordSave and not having to keep track of your level and experience helps keep the passwords at a reasonable length.
5th May '16 10:21:02 AM TheOneWhoTropes
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** ''[[VideoGame/GaiaOnline zOMG!]]'' does this a bit differently. The items you need to level up [[RandomlyDrops randomly drop from fallen monsters]], and enemies that are weaker than you drop items less frequently, if at all.

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** ''[[VideoGame/GaiaOnline ''[[Website/GaiaOnline zOMG!]]'' does this a bit differently. The items you need to level up [[RandomlyDrops randomly drop from fallen monsters]], and enemies that are weaker than you drop items less frequently, if at all.
9th Apr '16 5:59:50 PM Bissek
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** Falcom did the same thing with ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': once a PC is a greater level than the monsters, every level you get lowers the EXP value for killing said monster. When you start a NewGamePlus while carrying over levels, that basically means that ''everything'' gives 1 EXP until you make it back to the final dungeon (Though since the EXP difference in levels is only in the hundreds, it's still possible to gain a level or two through grinding over the course of the game).

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** Falcom did the same thing with ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': once ''VideoGame/KisekiSeries'': All monsters have a PC is a greater level than level, and the monsters, every level you get lowers the EXP value for experience gained from killing said monster. When you start them is a NewGamePlus while carrying over levels, that basically function of the monster's base EXP and the difference between the party's level and the monster's level. This means that ''everything'' gives 1 EXP until you make it back an under-leveled party gets extra experience to the final dungeon (Though since the EXP difference in levels is only in the hundreds, it's still possible to gain a help level or two through grinding over the course of the game).up to where they should be, while an over-leveled party gets virtually nothing.
9th Apr '16 5:54:05 PM Bissek
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* ''VideoGame/{{Undertale}}'' discourages grinding in two ways. The first is by having only a set number of encounters you can kill in any region. The second is by [[YouBastard making you feel like an absolute monster for grinding]] by [[{{Deconstruction}} deconstructing]] the entire concept and showing what kind of psychopath would wipe out an entire habitat of monsters just for power.

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* ''VideoGame/{{Undertale}}'' discourages grinding in two ways. The first is by having only a set number of encounters you can kill in any region. The second is by [[YouBastard making you feel like an absolute monster for grinding]] by [[{{Deconstruction}} deconstructing]] the entire concept and showing what kind of psychopath would wipe out an entire habitat of monsters just for power.power.
* ''Oceanhorn'' discourages grinding by having monster hunting not be a practical way of getting experience in the first place. The amount of experience needed to gain a level ranges from a couple hundred XP to just under 2,000, and there are exactly two kind of non-boss enemies that give more than 5 XP per kill. The primary source of experience in the game comes from achievements, which can only be done once each per playthrough (Though three achievements do involve grinding kills of a certain monster type). In addition to this, gaining levels never grants increases in health, defensive power, or offensive power, which removes the normal reasons why a player would want to grind for levels.
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