Many offset this danger by making experience gains relativeーkilling a lower level enemy might get you only one experience point, while a powerful enemy sends your EXP skyrocketing. This of course requires careful planning by developers to make sure the player doesn’t get stuck somewhere at a low level. This is used by many Strategy RPGs (Fire Emblem, Front Mission, etc.) that they are divided into stages with a set numbers of enemies. This is the most simple solution- you can’t grind if there aren’t any more enemies! Many classic RPGs have explored alternatives here, tooーlet’s see how they handled “leveling up.” The problem is that grinding is hard to avoid in the standard RPG formula where each battle pushes you closer to the big “level up.” You’re inherently rewarded for grinding, and sometimes forced to by sudden jumps in difficulty. It can kill any momentum the game had going, and it turns play into work. In many RPGs you reach a point when battles are neither novel nor challenging, when you’re just going through the motions for gold or experienceーalso known as grinding.
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