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In some games, there are situations where you can go away from the keyboard (and other input devices), let the game run, and come back stronger, having earned more XP and money (or whatever the game rewards) during the time you just let the game run.

For example, in Final Fantasy 6, there's a point when you're on the raft, and with the right set-up, holding a button down (for example, with a rubber band), will cause you to automatically win battles and gain levels. (It helps that you have a temporary character who can heal your party for free.)

SaGa Frontier 2 also has a part like this involving slimes (and I suspect an earlier spot involving gremlins might work).

So, what's your opinion of these sorts of strategies? Do you use them, or do you prefer to avoid them?

(Note that games that are designed around idle gameplay, like SimCity and Cookie Clicker, are not what this thread is about.)
If the only way to progress and enjoy a game is to do something like then the chances are I'm not playing that game anymore.
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dtgreene: In some games, there are situations where you can go away from the keyboard (and other input devices), let the game run, and come back stronger, having earned more XP and money (or whatever the game rewards) during the time you just let the game run.

For example, in Final Fantasy 6, there's a point when you're on the raft, and with the right set-up, holding a button down (for example, with a rubber band), will cause you to automatically win battles and gain levels. (It helps that you have a temporary character who can heal your party for free.)

SaGa Frontier 2 also has a part like this involving slimes (and I suspect an earlier spot involving gremlins might work).

So, what's your opinion of these sorts of strategies? Do you use them, or do you prefer to avoid them?

(Note that games that are designed around idle gameplay, like SimCity and Cookie Clicker, are not what this thread is about.)
Nice if you're severely underleveled or if you're trying to push max stats end game. Can also be nice in games where some of your characters permadied and you need to replace them. That said, i have yet to acutally pull any off in any of those games.

Oddly enough, there arew a few games like X and Intersteller Pilot (android) where the game's designed for you to be able to farm money and such AFK This comes at a risk, however, because your property can get destroyed in this time due to you not monitoring it.
I avoid them when playing the main campaign and the superboss. If you're forced to AFK grind to be able to beat bosses, it's incredibly poor game design. Though it's cool to have options for other players to break the game to some extent if they want to.

In your FF6 example, there's not that much incentive to abuse this spot except for Terra and Sabin to directly learn more inherent magic and Blitzes since only your HP/MP increases with level at this point. The only time I abused this spot was for Banon to solo Ultros in an LLG playthrough; the rest of the game can be beaten with everyone < 11 and Gau < 20.

The only time I'll use AFK grinding is for grinding those master all job levels or kill 10,000 monster achievements in post-game. And if I'm really lazy and/or the achievement is ridiculously time consuming like the above, I'd rather just use a save editor or Cheat Engine.
Morrowind and Minecraft comes to mind here as two games I used AFK to level skills. But just like paying for xp boosters in Ubisoft games it really doesn't feel good to use AFK leveling in games. A game should be fun and AFK is the antithesis of that.
In the original Wasteland, pretty much the only way to level up to "Supreme Jerk" was to park your squad in a deep desert square and literally tape down the escape key overnight in order pass time. A trace amount of XP was awarded for passing through/passing time in such a square as long as every party member was equipped with a canteen.

Do that overnight every night for a week and you'd get there. Worked great on my old Apple ][c.
Not quite the same but on Starmade it wasnt uncommon for people to log on and be AFK to let their factories tick over on production (as they would become idle if the sector unloaded). Without a massive power infrastructure it was an easier way to get some progress done.
Personally I'd just go and design something in the shipyard though - this allowed me to be active in case of pirates or other unwelcome visitors.
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jepsen1977: Morrowind and Minecraft comes to mind here as two games I used AFK to level skills. But just like paying for xp boosters in Ubisoft games it really doesn't feel good to use AFK leveling in games. A game should be fun and AFK is the antithesis of that.
You're telling me it isn't fun to sprint and jump into an external wall of a random house in Balmora for three straight hours and incidentally becoming an expert in athletics and acrobatics?
I don't tend to play games with AFK mechanics, but...

... in Assassins Creed Black Flag...

... you could acquire and outfit a fleet of ships and send them on trade missions which would occur over real-world time.

I expect this is somewhat like sending NPC characters on various tasks in MMO's.

I'm fine with the mechanic -- unless it is somehow required for main story / quest progression.
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Canuck_Cat: In your FF6 example, there's not that much incentive to abuse this spot except for Terra and Sabin to directly learn more inherent magic and Blitzes since only your HP/MP increases with level at this point. The only time I abused this spot was for Banon to solo Ultros in an LLG playthrough; the rest of the game can be beaten with everyone < 11 and Gau < 20.
Level does enter into damage formulas, however. Physical attacks scale with level^2, and spells scale linearly with level.

(Also, it's worth noting that the game feels semi-balanced without esper level up stat bonuses, more so than when esper stat bonuses are exploited, plus I dislike the esper level up stat bonus mechanic due to the missable stats issue.)
In Oblivion, you could wedge something between the cast key to keep it pressed down and cast spells continuously, leveling up different magic skills. You could aim a unlock spell on a door, summon a skeleton over and over, cast a illusion spell again and again.. and so on. I could leave the computer for a while and let the skills level up. I would also keep casting spells and jumping while exploring in the game (to also level the Acrobatics skill).

I played a lot of Oblivion when it came out, and.. I probably did this on all my characters.
Strategy designed for TES leveling. Don't really like it, but would use it if I replay Oblivion, because leveling in that game is nightmare.

I do however, cheese any battle I can in an RPG.
I used to do this in Dungeon Siege
I did this in Fable 3, just let it run while I accumulated more money from real estate. If I'm remembering things right, the amount of money is actually related to the ending you get and if you actually succeed against the big bad.
Here I am, with a Progress Quest window off to the side...

But more seriously, Warzone2100 research could reach into the "Go grab a sandwich and watch the entire classic series of Postman Pat" levels of waiting. No, really.