The 'grind' in JRPG are a relic of the past. Games used to be meritable if they provided a large number of hours worth of gameplay and were marketed as such. This was because the consoles back then could only sport a limited amount of content due to technical limitations while the gamer always consumed content faster than the developer could produce them. As a result, developers made their games superficially repetitive, ramping up the hours of gameplay a game can be had.
The introduction of grinding itself is not fundamentally flawed gameplay. Gaming itself can be described as an extremely tedious and repetitive medium to interact with but that we find it enjoyable to do so. I hope in the future, grinding could be more purposeful. For example, a player chooses to grind in order to unlock the next power which add extra layer of depth to battles. Compare this to, player is required to be level 32+ to beat boss of dungeon otherwise impossible.







