Often times grind is lambasted as the worst part of this genre, something to be minimized and removed to any and all extent. I understand all too well why; hundreds of hours of brain melting repetitiveness. Only here's the rub: the very nature of MMOs -- persistence -- creates a grind. Unless you keep it under a reasonable number of hours played, it'll turn into a festival of grind.
I used to think this was a colossal problem, yet lately I'm beginning to rethink my stance.
This last weekend, I moved into a new place and it basically obliterated me into exhaustion by the end of the day. Afterwards, I really didn't feel like doing much for the next day or two. It just happened that I had new roommates and we recently purchased Borderlands. Now, I was planning on getting plenty of time in with Aion but just couldn't muster the mood -- these things can't always be forced.
Several hours of playing Borderlands later, I realized an old feeling had soaked its way into my brain. The mission pacing, leveling and loot droops were all incredibly familiar, so why didn't I come to hate it after a full weekend of playing? Why wasn't I loathing the grind? Something ineffable about this game took hold of me and wouldn't release its meaty grip.
There are all sorts of things about Borderlands that I could list off in a positive light. You can objectify it all you want, but what it really comes down to is satisfaction. A good grind rewards you with a constant -- but not overwhelming -- stream of treats. Sometimes you gain a level, and others you earn a piece of better equipment but there's always a treat right around the corner. And you know, it's a really comforting feeling.
Much like certain foods, movies or blankets a comfort grind is reassuring, if not precariously addicting. You can have too much of a good thing. At one point or another in all our lives, traditional MMOs were a good thing. Whether it was EverQuest, World of Warcraft or something else entirely, everyone who'll 'never do that again' had too much of a good thing. The fault is both no one's and everyone's, because nobody has been able to come up with the perfect solution and we just keep playing the friggin' games all the same.
Do developers realize this, and if so should they be trying to minimize 'grind' from their game? Grinding can be good if it doesn't demand more time than a newborn child. Not all grinds are created equal, but no grind should be overtly epic. This could be my biggest grief with Aion, and indeed with many MMOs -- although with Aion more than any other.
I don't want a mind-numbingly slow grind. Maybe some people do crave it, although I question the validity of even that small number. The key to doing what Borderlands did to me is pace, structure and reward. If grinding is too slow, too abstract or insufficiently rewarding it won't comfort, it'll frustrate. The very last thing I needed after all that exhausting moving was frustration. I didn't want to play for hours only to see very incremental improvements.
The requisite slower pace of an MMO means they'll only ever appeal to set number of people with the current model. Community and massive persistent worlds give them an edge over the Borderlands of the world, but the MMO grind is being liberated and repurposed in a way that makes me question whether or not MMOs have got their version of it wrong. It would seem to me that time is -- as it will probably always be, short of a time machine -- everything.
Reader Comments (25)
Posted: Oct 27th 2009 2:52AM (Unverified) said
The grinding is what keeps me away from Aion. I've had my share of mindless work over the years.
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Posted: Oct 27th 2009 4:52PM (Unverified) said
I have a problem with the entire concept of "grind" because it inherently implies that the only goal in the game is to level up; that leveling up is the only reward worth pursuing. One of the great things about MMOs is the variety of tasks that are generally available for the player to undertake, so why grind? Find something else to do....the devs shouldn't have to hold our hands to provide entertainment. That's what linear, single player games generally do.
So many people in the community complain that WoW is "too easy" (which I am not debating), yet when a game doesn't hand them levels on a platter, the community gets up in arms about "the grind"!
I'm playing Aion currently (and enjoying it a great deal) and I will gladly admit there is a grind, but I address this (for myself) in two ways:
1. The level I just gained MEANS something. My gear is more valuable because I'll be using it for longer and my new skills are more valuable to me because I had to WORK for them. If leveling up were easy, then your gear is disposable and your skills are meaningless because they will be replaced or upgraded shortly.
2. I'm out of quests and I don't want to "grind"? I find something else to do. My Chanter leveled by gather crafting mats (and by needing to fight sometimes to get them) and my Ranger leveld by actually doing crafting (I realize not all games award XP for crafting...I'm merely stating it as an example). I had experiences doing these things that I enjoyed and I never had to "grind"
Both of these responses are in how I address the game, not how the game addresses me. I think most (if not all) MMOs that I've played (and that's likely more than I can remember) have offered more for me to do than JUST to level up. The JOURNEY is just as, if not more, important than the destination.
Reply
So many people in the community complain that WoW is "too easy" (which I am not debating), yet when a game doesn't hand them levels on a platter, the community gets up in arms about "the grind"!
I'm playing Aion currently (and enjoying it a great deal) and I will gladly admit there is a grind, but I address this (for myself) in two ways:
1. The level I just gained MEANS something. My gear is more valuable because I'll be using it for longer and my new skills are more valuable to me because I had to WORK for them. If leveling up were easy, then your gear is disposable and your skills are meaningless because they will be replaced or upgraded shortly.
2. I'm out of quests and I don't want to "grind"? I find something else to do. My Chanter leveled by gather crafting mats (and by needing to fight sometimes to get them) and my Ranger leveld by actually doing crafting (I realize not all games award XP for crafting...I'm merely stating it as an example). I had experiences doing these things that I enjoyed and I never had to "grind"
Both of these responses are in how I address the game, not how the game addresses me. I think most (if not all) MMOs that I've played (and that's likely more than I can remember) have offered more for me to do than JUST to level up. The JOURNEY is just as, if not more, important than the destination.
Posted: Oct 27th 2009 5:52PM (Unverified) said
I found that being unable to level was one of the biggest disappointments of hitting level 80. The reputation progress bars were a less than satisfactory replacement. Raid progression was fun for a while too... but now I find that I mostly run in circles around Dalaran.
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Posted: Oct 28th 2009 3:49PM (Unverified) said
The thing is... it's unecessary to tie reward to grind. Sure, it makes sense that effort results in profit of some sort, but what about guile, skills, commitment, loyalty, honor? Those are either assets our outright "virtues" that most games fail to address and reward, making effort (grind) the only answer to progression and advancement.
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Posted: Dec 2nd 2009 5:05PM (Unverified) said
I think the reason that borderlands does the grind so well is that it's constant. It usually dosen't take that long to level up, and the enemies are constantly dropping guns and sheilds. But what I find interesting is that the game is more fun with other people. I have two characters, a lvl 24 siren and lvl 37 soldier. The siren is my solo character, while my soldier is my co-op character that I play with my roommate. I have more fun playing with him then by myself.
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