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To Grind Or Not To Grind?
In the early days of MMORPGs, there really was no option at all. If you wanted to get to the next level of character
progression, you simply had to grind. For those unfamilar with the term, to grind in a MMORPG means to kill tons of monsters
in an attempt to gain a level. Over the years, many new MMORPGs have come along, and the options have expanded. But, have
we progressed away from the necessity to grind or simply replaced the grind with a different form of grind? Today we will take
a look at the history of the grind and how it has changed over the years.
Everquest: Don't Question The Grind! Never Question The Grind!!

Everquest, despite it's name sake, was the grand daddy of grind. If you wanted experience, then you killed mobs. End of story.
And, by golly we did it with a smile on our faces as we walked up hill both ways in two feet of snow too. The reality of the
situation is that it was a necessity as part of the game mechanics that we accepted becuase we knew of no other way to get that
druel inspiring "DING!" that we so greatly needed.
Everquest II: All hail the grind is dead. Long live the quests!

And, then there was Everquest II. The promising from God that all will be right in the world and little bunnies would be able to
sleep soundly at night with out the fear of nerd raged humans hunting them down non-stop to move their experience bar a nanometer to
the right. Oh the glories that you brought to us EQ2. We had quests, collections, heritage quests, lore and legend quests, signature
quests, location discoveries, and more quests that so lovenly massaged our experience bar to the right. DING! DING! DING!
Lord of the Rings Online: Quests And Nothing But Quests...?

It was bound to happen eventually. Gamers complained about grinding mobs so much that eventually some game designer got the bright
idea that they would do away with mob grinding for experience all together. Lord of the Rings Online came out with this game design
in mind. Instead of killing mobs to gain experience, the gamer would kill mobs to complete quests. The end result is that turning
in the quest would net you the majority of your experience. Along those lines, they went further and just made the game in such a
way that you felt as though you were playing a movie rether then living in a virtual world. What I mean by this is that you in
essence were dragged along by your nose from one quest to the next as the game unfolded a storyline before you.
There is a lot to be said about the freedom of playing a sandbox type mmorpg where you are free to make your own storyline rether
then being force fed the storyline of the game due to quests. Lord of the Rings Online changed the way that most MMORPGs are made,
and a great deal of what made MMORPGs special was lost due to this change. In one fell swoop, MMORPGs went from being an open-ended
sandbox virtual world you live in to becoming a multi-player story line based RPG that you play online.
And, in the end, aren't you really doing the same thing. You are still grinding, but instead of getting your experience from killing
the mobs, you are instead getting your experience from the quest giver when you turn in the quest that had you go "GRIND" the mobs in
the first place. They simply moved the point of experience gain from time-of-mobs-death to time-of-quest-turn-in.
Warhammer Online: Grind? Me no understand grind! BASH WAG!

Just when we thought it couldn't possibly get worse, along comes the WAG!-wagon. Warhammer Online took the worst of both worlds and
combined them in a hell that only it could get wrong. Not only did you have to do an insane number of quests to get experience, but
you also had to grind pvp kills to get realm rank experience. Yes. You have 2 experience bars now! You heard me. TWO!!! For the
love of God, I lost the majority of my real life to one experience bar, and now I have two!!!one!!11! DAMN! The worst part is that
the experience gain in this game was insanely slow. Most casual gamers that stuck it out for longer then a week were lucky to make it
to level 15 before throwing their collector's edition box in the garbage and tossing lighter fluid on it. WAG THIS! **POOF** Oh the
humanity!
In Conclussion
It's been a very interesting first ten years in the MMORPG industry. We have seen the grind be toned down, changed names, moved from
here to there, and increased. No matter what, the grind is alive and kicking in every MMORPG. They just find new fancy ways to cover
up the fact that you are grinding. All being told, I think that Everquest II has the right idea. It is a nice balance of experience
grind versus quest grind, and they offer a lot of different ways to get that satisfying "DING!". I guess in the end, I just like having
options available to me.
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