What is grind?

I’ve read an opinion piece about some grind not being a bad thing on Tentonhammer and it made me think: first and foremost, the first example mentioned in the article- Wildstar’s early attunement process for raids – that’s not a grind, and if/when you became attuned, you haven’t accomplished anything- what you did was unlocking a game feature.

Locking game features behind “grind” or another lengthy process of doing stuff in game is not a good idea in a genre whose audience gets older fast. See, we might want to raid, and we want to do it as soon as possible- making us play 200 hours before allowing us to do what we deem fun is not good game design. “Being able to access raids” is not an ingame goal- “being ready to tackle raids” might be- and for the last one, it can take a couple of hours.

Black Desert Online will release in little more than a week- and i’ll be able to log in in a week’s time. “The Grind” seems to be something a portion of the playerbase is worried about- and that’s the part where i agree with the opinion piece linked above- “Grind” is not a thing that has me worried- see, if i’m having fun killing and skinning wolves, for example, i will at some point in my career kill 1000 of them to get the 100 wolf furs i need to make the beige blanket for that giant in the hill to gain reputation with him to be able to buy his recipe for a fast-growth-elixir. It can also provide a goal to aim for. Sure, sometimes the amount needed to achieve something seems to be high and can suck the fun out of a game, but in my experience, this is mostly because one of the following reasons:

  1. this is your current goal and the only one you follow. Therefore, it get’s highly repetetive and annoying
  2. all of the goals are achieved in a similar manner
  3. there are no other similar goals provided
Using ArcheAge screens here as i have none from BDO yet
These fields used to be planted by identical trees at some point- everyone who had a farming spot would grow them to achieve the same goal as their neighbour. (AA screens, as i have none from BDO yet)

I’ve found that, in general, the pacing of a game is a huge factor in determining my own enjoyment- i need to be able to take it slow and take in the world, or maybe even simply hang out; i need to be able and ramp things up and maybe run a group dungeon and so on. If a game offers one pace only- Wildstar would be one example for that, and Lotro & FF14 might be examples of the slow extreme- it gets boring quickly. Lotro is the one game i refer to as a “quest grinder”- there’s not much else to do than quest. It’s entirely possible that this is just my subjective way of looking at things in Lotro- but i’ve always felt this game is just a very long chain of quests. So if Black Desert doesn’t provide (much) quest xp, we know this is not really an issue because you can gain contribution points to spend on houses and the like. Likewise, simply grinding out mobs will give you “knowledge”. So, to me, it seems as if there’s something provided for different paces of gameplay. Without fast travel, i’m pretty sure exploration will also be a big part of the game, and then there’s crafting, trading, fishing and so on- all providing different gameplay mechanics and speeds.

MMOs nowadays also have to provide goals to set out for in different dimensions: i need to get something noteworthy done in 30 minutes, 2 hours, a day, a week, a month and if the designers are ambitious, even in a year. So maybe that giant could also take handkerchiefs made out of 2 wolf furs you could reasonably get by killing 20 wolves to raise reputation accordingly. Maybe a boat doesn’t have to be built at once, but by combining 4-5 parts that you can – or have to- create before assembling them to one. Here’s also where the usual mention of sandboxes not being for casuals comes from- what serves some players as a goal for a week, it serves others as a goal for a session. For instance, this week i’d like to finally finish off Grahtwood in Elder Scrolls Online- there are a few Skyshards and Delves left and i want to explore a place that was pointed out on a map i’ve found on a mob. This might take, all in all, one session of maybe 3-4 hours, and i’m sure someone would be able to do it in an hour. When each session gets shorter- maybe i’ll do only one skyshard and one delve in each, this could take even longer. But i can still achieve something in 30 minutes (one delve or one skyshard) and will feel as if i had accomplished something in that session. I really don’t care if it’ll take me a year to construct a boat- if i can work towards it in short sessions, as well.

If we're all doing the same anyway, there's no need for a game to be an MMO.
If we’re all doing the same anyway, there’s no need for a game to be an MMO.

I don’t really know how good or bad Black Desert does in this regard, but i do hope they had something like this in mind when creating the game, but since i’ve read somewhere that setting things up this way is basically MMORPG creation 101, i’m sure they did. Then again- why do so many games still get it wrong?

As a sidenote: i think both of these points are what makes me so happy with ESO right now- disregarding the inventory management minigame that takes away at least 15 minutes of each of my sessions, i can set a pace and goals for each session, hour and week (i don’t have the insight into the game for even longer term goals yet) that fits in my playstyle and current mood.

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