Original Post
I'm working on a [edit:not TD, yeah, I can type today...] 2D space scroller RPG (some aspects kind of like Eve Online) where everything is made from materials harvested from asteroids. Also I'm not currently working on any skills right now and if I do their impact will be minor so the "levels" is more about the size of the ship and the equipment. In MMOs people are willing to spend hours grinding towards the next level or that next piece of equipment. I suspect this is primarily because this grind can be done with others which makes it more of a social thing, also there is a competitiveness that someone else was willing to work to this point then I should do even better. What about cRPGs? It seems to me that the combat level grind is simple (relatively speaking) to figure out. If the combat is exciting, fast paced yet still requiring strategy, then the level grind will be less noticeable. The player will just find new options and variations to the combat as they progress so long as the combat is not broken as it gets more complicated. Activities like mining and trading seem more difficult to make the grind be less noticeable. Both activities are fairly straight forward and simple, not much action unless you are trying to avoid getting blown out of the sky while doing your job. While blockade running can be interesting, trying to dodge pirates while mining seems like it could get annoying rather than fun rather quickly. As a result I don't see a good way to make the grind interesting other than focusing on the goal of upgrading to bigger and better. As the player gets larger ships I can see mining and trading beginning to form convoys which can include defensive ships and the player can move into a commanding role but I'm still having problems of how to make things interesting when the player has one little ship. Is there a way to make this more interesting and worth the time to grind through rather than just focusing on the next goal or should this point progress fairly quickly before moving onto letting the player begin commanding more ships? Any thoughts no matter how far off base? Thanks! [Edited by - Drethon on June 2, 2009 12:14:21 PM]