Level Grinding: Difference between revisions

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[[Level Scaling]] can invert the trope, with monsters that scale according to the character's level. This negates the need to grind, but introduces [[Empty Levels|its own set of problems]]. ''[[Final Fantasy VIII (Video Game)|Final Fantasy VIII]]'', the ''[[SaGa]]'' series, and ''[[The Elder Scrolls]] IV: Oblivion'' are all examples of this.
 
If the game is unbalanced or mean enough to practically require you to level grind, that's [[Forced Level Grinding]]. On the other hand, there's [[Anti -Grinding]], where the developers set up something that stops this behavior, as well as [[Low Level Advantage]].
 
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** That doesn't necessarily mean 20+ hours are spent grinding. When your pokemon are all sharked to level 100, it cuts down the time taken for all serious battles at the same time, because you're just one-shotting everything. That's not saying that the series doesn't revolve mostly around level-grinding, but that's not really an accurate way to measure how much time is spent grinding, because you're also not experiencing more drawn out and difficult battles which rack up game time. If you're doing a speed run, you still are going to take some extra time fighting the gym leaders, etc.
* The ''[[Pokémon]]'' [[Game Cube]] side-games, ''[[Pokémon Colosseum]]'' and ''XD'', actually ''avert'' this trope for the most part - while you can have level grinding, the Pokemon you can catch are as high a level as the area opponents, meaning you can go through the game with just using Pokemon as you catch them rather than training them. The only real point where it does require leveling is against the penultimate and ultimate bosses, which take a leap of levels over the next best opponents.
* All the Digimon World games sans the first one fall into this. The DS games, however, take this to never seen extents. The random encounter rate in these games is fixed, but very high, and no way to repel enemies. The areas you explore are very large, with no map whatsoever. Plus, the enemies give very low experience, while the experience needed in order to level up grows exponentially (ironically, beating the weakest enemy in the game is enough to level anything from 1 to 3). The later bosses have much higher stats and skills than you'd have without Korean MMORPG-levels of grinding. A simple test of beating the game with no random battles and following the right paths in the maze-like dungeons shows that the main story can be beaten in two hours or so, and the post-story mandatory missions in another hour or so. In a game that a proper raised [[Pv PPvP]] team may require over 100 hours of gameplay, just by playing random battles and Farmville-like training.
** It shows something when, even if you use the code to start the battle with only 1 exp point remaining to the next level, it still can take more than one hour to have a digimon reach Lv. 99 ONCE. Because if you want to max you stats, you'll be leveling from 1 to at least 70 several times, to say nothing of using the cross DNA evolution to learn skills you normally wouldn't be able to.
* To keep up its parody status ''[[Linear RPG]]'' does make you grind. Going straight will cause you to die. Best to end the game at level 40 which means there's a bit of running back and forwards. No really.
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[[Category:Video Game Tactical Index]]
[[Category:Level Grinding]]
[[Category:Trope]]