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.