I know we usually talk on here about ways to eliminate the need for grinding. However, over the past couple weeks I've noticed that some people say they like to grind. I'll be honest, I generally hate being forced to grind, but if it's by choice, I sometimes enjoy it too.
That got me to thinking...
Balancing a game requires you to think about whether or not a player can grind, and if they can, can they do so for a finite mount of levels, or can they just keep going until they hit max level, in the starting area, if they really felt like it. Some people allow a player to grind as much as they want, but the enemies level up with the player's character, so it kind of defeats the purpose of grinding. Sure, having access to more skills can still make the fights easier, even if the enemies get stronger (assuming the enemies aren't also gaining skills), but you don't get that feeling of just destroying something that was kicking your butt earlier in the game. If the enemies don't level though, then all the fights, including bosses, become trivialized. Sure it might be fun to stomp a boss or two, but if every boss fight ends up being no challenge due to being over-leveled, the game will likely get boring. Of course, mechanics in the boss fight can help with this, but usually that can't completely solve the problem.
So what if the enemies level with you, but at a much slower rate? This could help keep the game somewhat challenging, even if someone grinds a lot, but it will also still give them taste of that power that comes with grinding. You could have the bosses level stay closer to what the player's level is (maybe they level 2 levels for every 3 the player does or something...just throwing out a number for example) while normal enemies level a bit slower (maybe 1 level for every 2 levels the player does).
To make sure a new area starts out as a challenge, you could check the player's average party level and set all the mobs to that, or close to it, in a new area, and then have them progress in level according to whatever formula you chose using the above paragraph as a method.
This wouldn't completely eliminate the negative sides (for both developer and player) to grinding, but might help minimize them.
Anyway, this is just an idea that popped into my head, not something I've given any real thought to implementing at this point. I just think it might be an interesting way to address a common issue. However, since I haven't thought about it much, it also might easily introduce more problems than it addresses and end up making things worse.
I'm curious what all of you people's thoughts are.