If you haven't noticed, a big Japanese role-playing game launched recently -- Final Fantasy XIII. Even with the last couple of years chock-full of big RPG releases, this is one of the biggest. And it's also one of the most divisive JRPGs, in part because, as a Final Fantasy game, it represents what JRPGs are to pretty much everyone not familiar with Dragon Quest (i.e. people not in Japan).
You've probably heard the arguments for and against JRPGs, here or elsewhere, but suffice it to say that one can't help but acknowledge that they're need of more diverse design philosophies, its audience a bit too fond of tradition and comfortable conventions.
The most distasteful of those JRPG conventions -- and the biggest obstacle to its critics' ability to enjoy them - is, without a doubt, The Grind. At its worst, grinding is entirely a matter of numbers, with tactical brilliance or skill mattering for naught in the face of the enemy having one level higher than yours, a speed bump along the road to the next cutscene.
Mind you, at the core of the matter, grinding is relative, and depends largely on the perception and individual preferences of the player. If it doesn't feel like a grind, it isn't. The problem, then, is that it does feel like a grind more often than not, and especially not in an environment in which the Japanese-style RPG is no longer the only type of storytelling-focused game available.
What do we do about it, then? What can developers do to minimize that feeling of tedium in their games? How can grinding be fixed?

When you cast Libra, you learn this
Much of what's wrong with JRPG commentary is that many of the subgenre's critics are doing so from a slightly skewed perspective, or are at least writing for audiences who share the same. That perspective is that they view JRPGs expecting them to be role-playing games, when they never really were in the first place. With some exceptions, the vast majority JRPGs are not role-playing games, and the ways that they're different are more apparent now than ever before, when nearly any game can convey complex narrative and lay claim to "RPG-like" character-progression elements.
"RPG" is rapidly becoming the most misused and abused term in gaming, its boundaries expanded so far as to be almost irrelevant to telling people about what a game does and does not do. JRPGs today, by their perceived "stagnation," show how the genre barriers we've subconsciously erected as the gaming audience has expanded are crumbling.
More games and game types than ever are capable of spinning a decent yarn, and it's come to light that JRPGs were only called that because "RPG" was the only term we had for narrative-driven games at the time JRPG were dominant. Sure "W"-RPGs existed (and it's from them I derive this view), but those were generally restricted to PCs, which never quite did succeed at defining what videogames were to the masses. Still, "JRPG" serves as an effective cultural shorthand for "that" type of game, so it's usage will likely continue until we can think of something better.
What am I getting at, here? Why is it important to know how JRPGs are closer to an extension of the Point-and-Click Adventure than actual Role-Playing Games? Well, it's important to my next section, which is titled:

Selphie likes trains
Final Fantasy VIII's Selphie Tilmitt likes trains. Trains are vehicles that are on rails. For the most part, rails go in one direction (backwards doesn't count), and when the trains leave them, things tend to get messy.
Obviously, I'm talking about the typical JRPG narrative, which is strictly point A to point B. It's as traditional as you can get. Sometimes it branches out, but it usually ends the same way regardless. Players rarely, if ever, "play a role" in shaping the story (again, with some exceptions that I'll bring up in a bit). Just as an adventure game's events all happen in a particular, author-defined order, a JRPG is usually linear.
That's not a criticism. I love linear games. I resent that it's somehow been equated to "bad" in recent years. But I'm still surprised sometimes at how seemingly unwilling JRPG developers (and even some of their players) to recognize that fact. A big map does not a nonlinear game make. And again, it's probably due to the skewed perspective brought on by trying to define subgenre by that tricky little acronym.
So, how does recognizing that most JRPGs are linear help us design out that grinding feeling (which is the objective of this article, after all)? Well, my suggestion is to embrace that fact, and work the mechanics around the linear narrative (or even vice-versa). This does two things: it reduces the "ludonarrative dissonance" that JRPGs are so famous (and sometimes vilified) for, and helps the JRPG developer reduce the grind, or rather, the need to grind. Which brings us to the next point, which is titled:

Express line to success
Continuing the railway metaphor, the mechanical point of a train is to get to a predetermined stop, the station. Every time a train stops at a station, one journey ends, and when a train leaves a station, a new journey begins. That's really not as poetic as it sounds, but rather illustrates one of the problems JRPGs have, specifically that of pacing. Side quests, crafting and minigames are all distractions that sabotage the JRPG's ability to convey a coherent, linear narrative. The train won't arrive on schedule if the passengers are allowed to screw around with the throttle.
Now, that sounds like I'm asking JRPGs to render players even more irrelevant than they already are to the game, but what I'm really pointing out is that thanks to all these distractions, developers are essentially incapable of determining where a player is in terms of character progression. As a result, the typical JRPG must set a specific, arbitrary "point" every so often - usually in the form of a boss fight or dungeon - that the player must overcome to proceed along the plot line.
Take, for example, Game Informer's review of Final Fantasy XIII, which (I'm paraphrasing here) mentioned that the point where the world really "opened up" was the same point the felt some grinding was necessary to proceed. The more players are allowed to screw around with the throttle (i.e. halt progress and engage in side activities), the less a developer can accurately estimate the player's position on the difficulty curve, and the more likely it becomes that those who just want to follow the plot at the pace it purports to go get shafted by that grinding feeling, once the game opens up and derails the train.
Then again, that brings up an issue of control that conflicts with the binary nature of most JRPGs. It's a hairy problem that I've dubbed:

The Demogorgon issue
The Demon Prince of Abysm is a creature of two minds: one is cold and calculating, another screeching and insane. And within his/their twin-towered fortress above the Brine Flats, legions of minions serve the individual, often conflicting interests of either head. JRPGs are similar. On the one hand they have heavily linear stories (acted out by people with great hair), which require careful control of pacing to work right. On the other, they have a fun character progression system that usually revolves around getting to level 99. Both are addictive in nearly equal measure, but the thrill of progress is the most obvious one. There is a reason that most JRPGs have a 99-level scale, even if they can often be can be finished in the high fifties and low sixties. That reason is to please the munchkins that lovingly labor and toil for the Prince's pleasure (and their own). If developers try to throttle that progress too much for the sake of adjusting challenge and keeping the story coherent, players won't feel as if they have control over anything in the game.
This presents developers with a two headed Demon Prince of a problem: how do you feed the grind-happy munchkin while maintaining the pacing necessary to keep munchkins and non-munchkins alike still interested in the story JRPGs are purported to concentrate on?
Forcing a game under the knife and simply cutting out the distractions I mentioned in "Express line to success" one option, but that's rather drastic and not always desirable. Munchkins also like cooking, crafting, snowboarding, Blitzball, dodging lightning bolts and breeding the all-important golden chocobo, you know. Distilling the game down to battle and cutscenes can lead to fatigue, and in the worst case, make a game feel "stripped down" and anemic, a criticism some have leveled at Final Fantasy X, and already at Final Fantasy XIII's early-game experience. Which raises the problem again, that of making distractions not feel that way.
An alternative approach might be called:

Sending it down the drain
That's not as negative as it sounds. When a sink or tub is full, pulling out the stopper covering the drain causes a little whirlpool to form, sending all that water to a single point in the center. If the center of the game - that drain point - is to convey the linear narrative, why not orient all that water weight to flow towards that point? Right now, grinding and distractions are forming the stopper, rather than helping the water through the pipes. Perhaps it's best, then, to use these distractions and contextualize them within the story, allowing them to contribute to narrative flow rather than stand outside of it.
An example of this can be found in games of the Suikoden franchise. All the games in the series have revolved around recruiting the 108 Stars of Destiny, a boatload of characters major and minor that help the player along in his quest to deal with the politically-charged nation-building that Suikoden games are famous for. This often involves sidequesting, minigaming and fooling around with things that don't all concern themselves with cutscenes and battling. Cooking contests, commodity trading, optional dungeons and the occasional army-level engagement (something else Suikoden titles are known for) all help these recruitment exercises along. Of course, recruiting all of them isn't strictly necessary, but the idealized goal of "catching 'em all" is clear from the outset, contextualing much of the side activities and alternative locations, conserving munchkin appeal, as well as letting folks who just want to see the plot know that "yes, this stuff is important, too."
And that applies to minigaming, too. Sure, you needed to win a chocobo race to leave the Gold Saucer, and needed to snowboard a bit for...something in Final Fantasy VII, and there's always a mine cart level, but those are all one-off activities that do little more than provide a break where nothing is happening to progress characters, be it in terms of mechanics or narrative. The trick is to give players, munchkin or nay, a reason to enjoy and engage them continually, for rewards beyond money and experience, ones that broaden and further substantiate the overall experience regardless of ultimate linearity.
Of course, one could even skew further in that broadening direction, bringing about somewhat more fundamental changes that, given a more traditional JRPG could be called:

A secondary priority
Placing what would otherwise be considered "secondary" experiences in any other game up front and center morphs a JRPG experience into something that feels less linear, less like riding on a rollercoaster and more like driving bumper cars, bouncing around in a single, arguably limited space.
Most often the result of that type of attitude is the dungeon-crawler a very traditional subtype of the JRPG, one that sacrifices coherent, A-to-B narrative on the altar of mechanical, progress-oriented bliss. In that environment, a grind is not a grind but the game itself. Shiren the Wanderer, Etrian Odyssey, Shin Megami Tensei: Strange Journey, and legions of Mysterious Dungeon titles sit happily in that space, gleefully immersing their players into system-manipulating bliss. The act of mapping a dungeon, spending a billion hours fusing demons, or wandering around seeking mortal danger are the stuff of munchkin dreams.
Unfortunately, munchkin wet-dreams don't really have the widest appeal to those raised thinking RPGs are all about the story. Thankfully, some recent series have proven (or reminded us) that such attitudes are NOT incapable of setting up a proper narrative. Games of the unending Atelier series (and various other alchemy-ish JRPGs) centered both their narrative and character progression systems around the acts of crafting and item-gathering, and latter-day Persona titles center their characters' lives around a limited, familiar set of locations filled with side activities, free to be scheduled and arranged by the player's will. By that extension, even Rune Factory has become "that type" of JRPG.
And for the longest time, strategy and tactical JRPGs have had this down pat. Players of such have in the past spend more time manipulating mechanics and crunching the numbers than engaging in any kind of compelling narrative. What's really "new" in this case is that, such as with the flowchart plotlines of Devil Survivor and atmospheric doom-and-gloom of Demon's Souls, developers have managed to contort old systems into positions that tell fresh stories.
It doesn't always work for every JRPG. World-spanning epic journeys don't fit well with premises that center on small-town life, which leaves perhaps the simplest, easiest, most universally applicable solution around, to wit:

Bonus culture
Progression is addictive, yes, but for too long that progression has been represented by a slowly increasing number and the promise of survival. It's time to concentrate on rewarding the player, and to tap that Skinner-box behavioral training that art-game fans pretend to be afraid of. Something as simple as Final Fantasy XIII's battle rating turns grinding into competition, an act of trying to exploit as many possible bonuses from whatever the game throws at the player. Juggling damage multipliers and trying to end every fight on a super attack in Super Robot Taisen OG Saga: Endless Frontier not only improved my ability to play the game itself, but became a goal I could strike for beyond merely surviving until the next save point.
JRPGs can and should capitalize on their reputation for flashy graphics and stylish art direction to give rewards both visual and visceral for players who "do it right". Final Fantasy XII's License Grid did that, for one. Every little block I bought with my hard-earned LP brought me an ever-diversifying range of fancy equipment and potential tactics. Even cosmetic things, such as Ar Tonelico 3 characters' costumes getting increasingly fantastic as their spell power grew in battle, all add to the feeling of reward.
And when players blunder into something they shouldn't have survived, but somehow did, the rewards should be appropriately scaled to the feat performed. What matters is that I took down the big dinosaur or defeated Adrammelech early in Final Fantasy XII, not that I spammed the hell out of Quickening attacks to do it. That kind of munchkin-feeding is part of what made Last Rebellion tolerable as I played it. Accidentally coming upon a tough encounter made me so strong afterward that everything down to my narrative-appropriate level became a cakewalk. While that was ultimately a problem of Last Rebellion's poor map design and incapable pacing, it felt like a reward for my doing so well that one time.

Ultimately, solving The Grind must involve enhancing - and maintaining - the illusion of reciprocity, that players are getting back results for what they do (or are allowed to do). It could be enabled mechanically, such as by hinging progress on how effectively the player has manipulated the system, or narratively, by pacing it in such a way that the player feels like everything he does needed to be done. As I mentioned before all this rambling, it's not a grind if it doesn't feel like one, and showing off actual results guarantees that it won't.
something's missing
Three points.
1. Combat system, 2. Level Grinding, 3. Dungeons
1. Combat systems were fixed when Tales of Symphonia came out, gave you a fighting game style combat system where you were rewarded for not getting hit, chaining combos and just generally being awesome. Every fight was a competition as you mentioned. FFXIII has also fixed this.
2. Oblivion modders fixed this. When the game becomes open world you have a scaling level system. All enemies on the open path start at the same level the developer approximates you will enter the open world section. They have a cap based on when the developer thinks you'll be done with the mandatory content in the open world segment. Enemies cap at this so you don't get problems where you're level 99 and having trouble killing a mudcrab (horrible creatures)
3. Rewarding a player for combat is dandy and you claim it will stop people feeling as if the game is a grind. WoW did this, turns out it doesn't work. They then figured out what was wrong and fixed it.
Blizzard realised that a fun dungeon wasn't one with 15 packs of enemies that were exactly the same. (Or random encouters) But one where you have maybe 3 or 4 packs but these packs are challenging and each requires a different way of defeating it.
Implement these 3 job's a good 'un grind is done.
I feel the linear RPG will greatly benefit from doing away with the leveling system all together. I'm not sure how but measuring progress through better tactics is something I look forward to in future games. I always had to suspend disbelief and ignore the fact that fortunately for our heroes the story progression takes them to a straight line from lvl 1 monsters to lvl 50. It would be interesting to see a rpg do away with this progression and instead emphasize something like escaping the enemy in interesting ways for the first twenty hours before being able to take someone down.
Great article and very well written, hope to see more :)
In FFXIII though I have enjoyed every single battle and I never actually felt like I needed to grind that much. There was only one instance where I needed more HP to survive and I used equipment to compensate for that.
When I first arrived at Pulse everything kicked my ass, but I was still able to beat most monsters if I approached them correctly. Team formation matters and preemptive attacks are a must for some fights. While it is certainly challenging I don't think there was ever a moment where I thought I absolutely needed to grind to move on at any part of the game. Even when I did find a spot in Chapter 11 here I could get tons of CP for a few hours, and everything was still just as challenging before. I just now have tons of more abilities to use.
For me, XIII is definitely the most rewarding FF game I've played and also the most difficult.
I disagree. I recently restarted DQ8 like two weeks ago and grinding was needed for the first boss. I didn't skip a single fight plus I accidentally used that water thing that only had hard enemies come at me. Grinding takes up a lot of RPGs, which is why they are so long. And I love a ling game. 40+ hours is worth my 60+$, especially this gen.
They weren't implemented as well. Also, two dimensional which is sorta cheating. But further to that Phantasia actively rewarded you for being awesome, the games before it didn't.
I think you summed it up best when you mentioned "grinding is relative".
For the FF series in particular, imo the issue is it went from a classic JRPG series to becoming an international success through a fluke of nature (FFVII) where the game had a balance that is so hard to strike in JRPG's. That put pressure on the game makers to continually evolve the game toward general gamers instead of the core JRPG crowd. It's the complete opposite of Dragon Quest which has stuck to the tried and true formula of a "classic" JPRG (albeit with additions).
I do disagree that grinding needs to be solved however. It's a gaming tactic much like "press this button when you see the icon flash on the screen", or "get key from other side of map to open door" type game play. It's just a specific style that (un)fortunately doesn't resonate esp. with Western audiences.
i admit.. i spend hours in an area of the same monsters and a save point and destroy all of the monsters and then save and quit and start again.
hehe... its just the nature of how i play rpgs and when you've been playing as long as i have (back when my main character's pixel count was less than a button on Lighting in FFXIII); its what feeds us and is instinct to how you play an rpg.
imo, to eliminate grind you really have to break quite a few fundamental rules of console rpgs. however, the main problem i could see with greater powerups in relation to where you are in the game is you won't go back and play it again or just roam around. what incentive is there to just roam w/o knowing you won't level up or gain some goods. i guess items and treasures could entice.
i personally love the Game+ options that Square introduced back in the SNES days. Being able to start the game w/the same characters and levels is very fun and makes the game even more special (ie Chronotrigger)
if a developer can do an rpg w/o the grind and do it well, i'm down.
Good Difficulty levels!!!!
Allow access to all difficulties from the start and allow changing difficulty at any point.
What happens then?
When the game is too easy or people want to grind a bit more, they raise the difficulty.
When the game is too hard, Those who want a skill challenge may only need minimal grinding and some new strategy to get through it. Those who aren't as skilled can either grind more and still get through it or lower the difficulty til they're happy. And if you want to beat it on hard without changing difficulty, that's up to you. grind more or learn better strategy but it's on you. the game didn't force you to play any one way.
Having about 5 well designed difficulty levels, always available would be great for everyone i think.
They have the narrative control most JRPGs don't. Whether its realized in the "dating sim" context of Persona or the moral alignment systems of games like Strange Journey it brings "role playing" back into the picture.
And much of that is tied to how your character grows and progresses. The Social Links you develop in Persona 3 and 4 allow you to gain skills for certain Persona types sooner without having to grind them as much. That's a reward to itself and one granted for progressing relationships in the game.
These games also tend to offer better rewards, too. You're able to see the next big skill to work for, there's treasure in every corner. A new shiny around every corner is satisfying.
Etrian Odyssey does this well, too. Hell, there's practically no story to that one - Get to the bottom of the dungeon. But being able to map out the dungeon and make notations allows you to weave in a little of your own personality into the experience, enhancing what little story there actually is.
I believe bosses aren't well structured on games nowadays.
Instead of focus on grinding, bosses should give some challenge regardless of the lvl. Players should think about the best way to defeat a boss, not grind all the way up to defeat it.
Also, as far as side quests goes, they should be something like a bonus to the main story. To reveal the little details of the main plotline. Something like this was done in Resistance 2, where the co-op gave more details for the single player story and the world of the franchise. You didn't needed to do it, but it was well worth it.
I agree with you almost completely. Personally, as long as the game rewards my time spent "grinding" by giving me more powerful items, or the option to fight an uber-boss I'm all for it.
What I don't like is when grinding becomes pointless. Killing level 50 enemies with your level 99 party, satisfying as it is, gets old pretty quick.
Of course I don't blame those that level up their parties to their max just for a sense of self-importance either as I did the same thing up until about Grandia III, when my back catalog of games pretty much forced me to make the decision to either limit my grinding or watch that pile stack higher. :)
For me the FPS-grind is way less tolerable.
There are some terrific pieces of fan art in this post. Could you offer links to the original images?
Its a bit like in God of War, or Devil May Cry. You can get through the entire game without bothering with finding any of the life bar extending goodies. But maybe if you are a little less than great at the game, you will find it a bit easier hunting around for blue orbs and such prior to the big boss fight.
Also, grinding is fun, as long as it is disguised with a side quest or something. If you do want to max all your stats in FFXIII, for example, you do the cie'th stone hunt sidequest, which is fairly lengthy. Its not better or worse than hunting down all the weapons in uncharted, or even unlocking trophies in any other game by playing some parts until you can do them perfectly.
I haven't played an RPG for ages that actually required the player to run around in circles having random encounters. In fact the most grindy RPG recently was Demon Souls, in which parts had to be played over and over in order to get past hard points. And the whole reviewing community was in love with that game.
That's where I stopped reading and discounted your opinion as invalid.
If a game is linear it is in no meaningful way interactive. We are beyond this.
In terms of character progression, by the end of a jrpg you are supposed to feel like your characters are gods, and it is you by your hard work that has got there. The more the grind is cut, the more you feel disconnected from the characters, as it is not you personally that has made the characters strong but the path of the game, and therefore the empathy that one is supposed to feel is marred. compare the 10 round battle with sins face and the similar battles in ff4. the fact that you yourself had put the effort in to make your characters strong enough to enter sin gave much more elation than say beating odin, as the characters were of your making.
my solution to the monotony of grinding is to make the player feel powerful by tests of skill rather than beating hundreds of bosses. like your point about beating a hard enemy and getting a reward, what if the reward reflected the characters new abilities and progression.
ill leave it at that. tldr, we need grinding.
FFXIII, whilst not requiring grinding.... is certainly a lot more achievable after I explored Gran Pulse for 8 hours and leveled up quite a bit.
Try Tales of Vesperia.
@Zeno
We're "over this"? Pfft. Some of the greatest games of all time owe their gameplay and pacing to linearity. As has been discussed countless times - non-linear doesn't mean "let's throw some side-quests in a a big map". In pretty much every game people play today, the progression is linear.
Dude this is nothing new. When I was younger I didn't notice grind since I had lots of free time. Now I'm in my second year of college and I have shit to do. The point is when its not big deal to you personally you don't notice. Hell maybe your in graduate school, and still disagree, but the point is this problem has always been pointed out.
Thats why I said "eww JRPGS not named Chrono Trigger or the Mario series". Not only do they do away with random encounters, but they also don't require any grinding. You fight 85% of the enemies that appear on screen throughout the game, you can take the final boss(but it DOES help to do the various sidequests in CT, rewarding you with more story, XP, weapons, gear, etc).
It doesn't make sense to me. To take just one American media outlet as an example, the A.V. Club gave Heavy Rain a glowing A+++ review, while spouting all of David "Cage"'s (I don't remember his real, Czechoslovakian, name) B.S. about responsibility and moral development, and "you will weep over these 1-dimensional characters" etc., while, one week later, giving FF XIII a C- because the story took too long to develop and the game felt too much like watching an Anime. Seriously? They dismiss a good game, with a solid battle system, that takes a while to warm to but gush praise on a sub-USA Network original movie of a game, driven by QTEs (what kind of combat system is that?) because it takes 8 hours to play through.
See, this sort of thing is why I miss having you around the C-Blogs. Fantastic work, as always.
Perhaps you're right and Heavy Rain's faults (which are many in my opinion) stand outside of the RPG genre. It just bothers me that all of the websites that heap praise on Heavy Rain for being a videogame that tells a story (as if that's new) are willing to dismiss FF XIII for telling a good story with fully developed characters but taking "too long" to do so.
I say that becuase a lot of the RPG fans I know actually enjoy the grind. Just look at everyone who plays an MMO, they are all about grinding yet WoW has over 10 million sub's.
Right. It has always been a niche genre, and I've been part of that niche since Phantasy Star I on SMS, so I'm perfectly happy to see the genre evolve slowly and in increments. I don't need the space marine loving illiterate American 18 year olds telling me what an RPG should be.
If you're to take your glorious standard, then pretty much all of gaming isn't "interactive." Yes, this even includes Bethesda and especially Bioware games). Simply because you have choices doesn't meant there's a determined end point.
Miranda is scripted to potentially die in Mass Effect. Tied to the plot, a plot that does have to go in a certain direction. All the choice elements leading up to the end are just flavoring for that story and the next.
@Patriot Snake
Western RPGs are just as capable of having good, fleshed out stories and characterization. Not all of us like to constantly be spoon-fed pre-defined characters.
I do also know the Elder Scrolls games in particular to have gameplay thats more robust that prehaps what Bioware does. The Deus Ex games are that way, too. I think Deus Ex still does choice and consequence better than Bioware's RPGs do. There can be more options than good and evil.
One thing I feel like you left out (though it could well be an article in its own right) is how streamlining, rail-confining the gameplay completely cuts out the sort of frustrating moments where I'm wondering where to go next or whether I missed talking to a crucial NPC back in Vanilla Town. It's part of a philosophy I'm seeing more of lately (either it's more common or I'm just noticing it more) where you make a game based on what kind of gameplay you can make fun and engaging 100% of the time. And instead of improving on the parts that only work say, 60% of the time, you cut them the fuck out. I could certainly see an argument that it's dumbing down (as in simplifying, not making easier) our games, but for now it feels like a breath of fresh air to me.
Anyway, Josh, have my babies. Or I'll have yours, whatever works.
Also just for good measure:
Final Fantasy and Persona are amazing and Suikoden Sucks.
I see you trollin...