Combat as a Chore in RPGs
MechanicsComments
But what about the psychological flow of the grind... does the repetition actually make the narrative beats hit harder when they finally happen?
That is a thoughtful perspective, Marie. Do you think there is a specific title that uses that repetition to build anticipation for the story?
I disagree that repetition functions as a pacing tool. Creating boredom to achieve contrast is a failure of engagement, not a strategic design choice.
This is a real problem for anyone with a full time job and limited gaming windows. Spending an hour on trash mobs just to get ten minutes of plot makes the game feel like a second shift.
It is all about the hours played metric for the shareholders. Devs bloat maps with redundant fights because a 60 hour game looks better on a marketing slide than a tight 20 hour one.
same logic as open world checklists replacing curated levels.
The post overlooks the difference between combat systems and encounter design. A polished mechanical loop still feels like a chore if the encounter is just killing ten guards in a corridor.