Disguising the grind
Filed under: World of Warcraft, Fantasy, Age of Conan, EverQuest II, Culture, Game mechanics, Lore, MMO industry, Quests, PvE, Opinion, Hands-on, Virtual worlds
Believe it or not, grind is an essential part of an MMO and we might be pretty lost without it. Repetitive content is the cornerstone of the MMO genre but it’s not all just smacking monsters over the head for hours on end or completing yet another “kill ten rats” quest. The repetitive elements in an MMO give us predictable gameplay in a form we can digest. We don’t feel lost when we pick up a quest because it uses similar mechanics to previous quests we’ve done. From a development standpoint, the amount of time it takes to create new and unique gameplay for an MMO is quite large and it’s just not feasible to churn out unique gameplay with every new piece of content. Instead, developers are forced to re-use the same gameplay mechanics over and over again. So if we genuinely appreciate predictable, repetitive gameplay and it’s not feasible to do otherwise, why are we always so up-in-arms about the evils of grinding?
In this probative opinion piece, I look at why we need repetitive gameplay in MMOs and the various ways developers disguise grind to keep the game entertaining.
Update: Link to page 2 fixed. Thanks Brian!
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Disguising the grind originally appeared on Massively on Mon, 30 Nov 2009 10:00:00 EST. Please see our terms for use of feeds.

