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Get me results: How to solve the JRPG Grind

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?

A lengthy article concerning the problems of grinding in JRPGs and JRPGs in general. Doesn’t always hit the ball but it’s still worth a read.

BioWare man: FFXIII is "not an RPG"

Final Fantasy XIII is not a true RPG by BioWare’s definition, according to Star Wars: The Old Republic writing director Daniel Erickson. 

“You can put a ‘J’ in front of it, but it’s not an RPG,” Erickson told Strategy Informer, after the site suggested FFXIII had an excellent story but slightly tedious gameplay.

Shouldn’t someone who actually works in the gaming industry know the etymology of the JRPG acronym? No, they’re not role-playing games. Yes, everyone and their uncle knows that by now.