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#youtube grind
vynnyal · 4 months
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This is likely the hardest I've laughed in rain world yet. Basically, you can glitch a spear into a quantum state using a dead bat body, allowing stabbed enemies to follow you through tunnels. So I tried bringing a leviathan to Moon. And the game really, really didn't like that
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inkclover · 7 months
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made a little something for class—
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some rough boards and concept sketches for the vid!
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horse-head-farms · 24 days
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today in wild xb facts: he usually wakes up at 5 AM (?????)
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#inspired when i saw an ad on youtube for wizard101#where it said “come play for free and explore 16 different worlds!!!” and i was like okay thats a fucking lie#you cant even get all the way through the FIRST world#personally i think its stupid and inconvenient to have to pay to play the MAIN QUESTLINE#for the people who dont have time to grind the set amount of time you pay for membership or those who dont have money#you either pay for a year and are pressured to do as much as you can before time runs out#or you're stuck doing nothing. there's very little you can do without membership#like the main selling point of the game is so you can finish the story. thats what we download the game for in the first place#it gives you the impression that the priority here is your money and not the consumer's enjoyment and comfort#like there are plenty of games who make the entire game free and still are well off#we pay like 40-50 dollars on bundles and even more than that on crowns. that should be more than enough#there are other games where if you dont have membership it barely affects your gameplay experience overall#or games that have no membership function but still can make decent money#imo having to pay to just actually play the game doesnt make it free. like yeah you can do other stuff like fish and duel each other-#and thats it. you walk around the commons and talk ig#thats like the biggest reason i dropped the game its just wayy too expensive and inconvenient to play it#wizard101#w101#wiz101#polls
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milijanakomad · 8 months
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Product design and psychology: The Role of Grinding in Video Game Design
Keywords: Grinding, Video Gaming, Game Design, Player Engagement, Psychological Manipulation
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Abstract:
This paper scrutinizes the utilization of "grinding" as a technique in video game design, particularly as a method of psychological manipulation that affects player engagement and behaviour. Case studies are explored to deliver a comprehensive understanding of the practical application of grinding and its implications, all from a product design viewpoint.
Introduction:
The design principles governing video games frequently incorporate mechanisms intended to stimulate player engagement and prolong interaction time. One such prevalent mechanism is "grinding," defined as the practice of executing repetitive tasks within the game environment to achieve specific objectives. While grinding can evoke a sense of achievement, it also carries the potential to induce exhaustion and frustration among players. This study endeavours to explore the intricacies of grinding, its role in game design, and its influence on player experience.
Explanation:
Coined from the concept of persistently "grinding away" at a task, the term "grinding" in the gaming context implies the undertaking of repetitive actions by a player to attain certain results or to advance within the game. In numerous instances, such actions may not directly correlate with the game's primary storyline or objectives but are aimed at accumulating experience points, in-game currency, or specialized items.
Grinding is an omnipresent component across a vast array of game genres, with its prominence notably manifested in Massively Multiplayer Online Role-Playing Games (MMORPGs). In these games, the player's progression and performance are often gauged based on their character's level, skills, and available equipment.
From the standpoint of game design, grinding assumes several roles. It serves to extend the game's lifespan by instituting goals that necessitate substantial time investment. Additionally, it fosters a sense of accomplishment and progression and can encourage social interaction in multiplayer environments. Despite these advantages, critics contend that grinding can lead to monotonous and ungratifying gameplay experiences. The considerable time commitment required by grinding may propel some players towards purchasing in-game enhancements using real-world money, thereby generating additional revenue for game developers.
Further, there is an ongoing discourse concerning the psychological implications of grinding. Its repetitive and rewarding nature might precipitate addictive behaviours and excessive consumption of time, mirroring the effects typically associated with gambling disorders. Through the exploration of these aspects, we aim to shed light on the complex dynamics of grinding in the context of modern video gaming.
Grinding in Gaming: Conceptualization and Design
Grinding typically refers to the act of performing repetitive actions in a game to attain a specific goal, often associated with levelling up, obtaining items, or advancing in-game skills. Although it can give players a sense of progression, it can also serve as a roadblock, encouraging players to consider alternative paths to progress, such as microtransactions.
Case Study: World of Warcraft
Blizzard Entertainment's World of Warcraft (WoW) extensively employs grinding. Players often engage in repetitive tasks like fighting the same enemies, repeatedly battling against non-player characters (NPCs), or completing the same quests to increase their character's level, to gain experience points, in-game currency, or rare items. This grind contributes to a sense of achievement but has also been criticized for sometimes leading to a tedious gameplay experience.
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Case Study: Candy Crush Saga
King's Candy Crush Saga uses grinding as a monetization strategy. As players progress and levels become harder, the option to grind through the game becomes more attractive. Alternatively, players can buy power-ups and boosters to surpass the grind, effectively translating grinding mechanics into revenue for the game developers.
Case Study: Destiny 2
This game provides an example of a 'loot grind.' Players repeatedly complete activities like strikes, raids, or public events to earn 'engrams' – randomized gear drops. The goal is often to collect more powerful gear to increase a character's power level.
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Case Study: Old School RuneScape 
In this MMORPG, players might grind by repetitively performing tasks like mining, fishing, or woodcutting. These actions, though monotonous, boost the player's skill levels, enabling them to perform new tasks, quests, or create new items.
Implications for Game Design
Grinding, while a tool to extend game playtime and potentially drive monetization, must be thoughtfully implemented to avoid player fatigue or burnout. Game designers should strike a balance between meaningful progression and repetitive grind, ensuring the game remains engaging and satisfying.
Conclusion
Grinding, as a mechanism of psychological manipulation in video game design, can greatly impact player behaviour and engagement. Striking a balance between challenge, satisfaction, and repetition is vital to ensure a rewarding gameplay experience. As the video game industry advances, it will be intriguing to observe the evolution and refinement of grinding mechanisms and their psychological impact on players.
References:
Sicart, M. (2013). Grinding in Games: Understanding the Appeal. Philosophy of Computer Games Conference, 8-11.
Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivisto, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. doi:10.1016/j.chb.2016.11.045
Blizzard Entertainment. (2004). World of Warcraft [Video Game]. Blizzard Entertainment.
King. (2012). Candy Crush Saga [Video Game]. King.
Bungie. (2017). Destiny 2 [Video Game]. Activision.
Jagex. (2013). Old School RuneScape [Video Game]. Jagex.
Yee, N. (2006). Motivations of play in online games. CyberPsychology & Behavior, 9(6), 772-775. doi:10.1089/cpb.2006.9.772
Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch.tv on the video game industry. Media, Culture & Society, 41(5), 670-688. doi:10.1177/0163443718818363
King, D., Delfabbro, P., & Griffiths, M. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8(1), 90-106. doi:10.1007/s11469-009-9206-4
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9-15. doi:10.1145/2181037.2181040
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lammydraws · 8 months
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today i spent about an hour grinding by killing the worms Amdusias spawns in his bossfight to get my Golden Fleece dmg boost up to 4,000% and absolutely obliderate Narinder.
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I had the dirt bastard luck of getting a Godly Hammer too
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this is probably one of my proudest achivements, lol
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randbitb · 3 months
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If you’re wondering how my beautiful mind works///
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aeternae--tenebrae · 2 months
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Guineapig - Bacteria (2014) [Full Album]
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onlyhurtforaminute · 2 months
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EXHUMED-POSTMORTEM PROCEDURES
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Hey, are any of you guys wondering why noahfinnce wrote a song about alpha males?
BECAUSE I ASKED, HERE'S A VIDEO OF HIS EXPLANATION:
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I'll write down and add what he said for those who can't hear the video as soon as I have the time :D
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Area Millennial Lesbian Suddenly Reminded About The Malchik Gei Dance; Dealt Massive Psychic Damage
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wuntrum · 1 year
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slav-every-day · 19 days
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codgod · 9 months
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grrr i wanna figure out how to draw the jrwi pirates but i also wanna wait til i’m a bit further in
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slutdge · 9 months
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tagged by @weirdness-is-good to post 7 comfort films, thanks dude!
Slave to the Grind (2018), i force everyone that knows me to watch this movie at least once
Interstellar (2014)
Natural Born Killers (1994)
Gummo (1997)
The Texas Chainsaw Massacre (1974)
Scream (1996)
The Disaster Artist (2017)
I tag any of my followers that see this and wanna do it :-)
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