For me grind is when the gameplay loop is motivated by reward not exploration and plays out the same every time.
Good gameplay can come from a feeling of freshness because there are lots of possibilities, because rng or because player options (say, slay the spire), or from lots of genuinely novel content (say, elden ring).
It doesn’t feel like a balancing act at all. I just want more of the latter and less of the former, but maybe some people really do play for repetition?
Couldn’t find a good primary source to dig into it. But from Ipsos:
“I believe the preference for physical discs amongst next gen gamers reflects the potential value they derive from the pre-owned market,” commented Ipsos director Ian Bramley to MCV, “which is holding up the preference for physical - this is unlike the music and film markets.”
https://www.gamesindustry.biz/64-percent-prefer-physical-media-to-digital-distribution
I’m sure there’s a lot of generational and market segment differences. I never really understood “collecting” games. But I guess people do that in digital too with their huge steam sale backlogs!
I’m sure not many people care about physical vs digital per se. It’s the arbitrary locks by servers, digital storefront, DRM etc. So that when you pay your money you have no idea what you are getting and what your rights are. Physical game media was a simpler time from that perspective (play in perpetuity, don’t redistribute, cool cool that seems like a fair trade) and resulted in better pricing and experience for consumers.
I’d accept “move on” if the argument was just “muh pretty box” (god knows there are plenty of ways to buy pretty boxes of vidya IP) but consumer rights are surely worth fighting for, or we get needlessly bled for ever more dollars.
The irony of complaining about lack of fast travel on patient gamers is great.
RDR2 is pretty much my all time fave because of story/character but I never liked hunting and never felt the need to do any of the myriad achievements. I really enjoyed the slow pace of the game, so often the main story feels so urgent it is totally immersion breaking to do anything other than immediately pursue your next quest objective. By contrast RDR2 there were breaks in the story that felt natural to chill in camp or explore randomly or side quest or whatever.
I haven’t played a lot of souls, but elden ring death (both of non-boss enemies and protagonist) is super toothless. What made it more relevant in previous games?