Quote:Original post by dontstopdreaming
Most people here didn't answer what I found to be the main question to game designers: what can we do to remove grind, and make a meaningful game?
Let's separate the question about meaningful games from removing the mmo grind. All IMO of course...
The human mind is a learning and prediction machine. It organizes everything it sees and uses the information to predict future events. It achieves satisfaction both from being able to successfully predict outcomes, and from being surprised by something unexpected (something new to learn to predict). Games tap into this machinery by giving us things we can predict, and surprises we wish to know how to predict. Once a game has been played enough to be entirely predictable, we usually lose interest.
The human mind is an optimization engine. With it's knowledge and predictions about the world around us, it attempts to optimize our behavior. The mind can approximate the lowest energy usage to get something done given an amazing number of variables. Consider walking to the store. Immediately your mind has figured out what order to put your shoes and jacket on, which door to exit, which way to turn at each part of the path. It's even reminded you that it would be faster to drive. Games tap into this machinery by giving us choices and problems to optimize.
I find that almost all games can be broken down into some combination of these two factors. Whether it's the prediction and optimization of hand-eye-coordination in an FPS; the 'least time spent' optimization of an MMO; or the even more complex prediction and optimization challenges of other human beings in a social setting.
... that brings us back to our other question about 'what is an MMO?' and 'is there an MMO without the grind?'
Personally, I think MMOs (relative to other games) are about -- making the process of learning, predicting, and optimizing the game take longer. They do this by increasing the number of decisions the player has to make ; making it easy to advance, but hard to advance at the fastest rate; minimizing disappointment by only allowing forward progress; and making social interaction a required part of the game to assure that even when our minds can fully predict the game, we can't full predict the other humans.
When I look at MMOs like WoW, I don't see a 'grind', I see the world's largest/longest platformer. Just like Super Mario Brothers, playing the single-player wow-platformer over and over
allows you to learn lots of little secret tricks that make your path through the game more optimized and more satisfying (for the mind's machinery) than if you only did it once.
I believe players who percieve the single-player 'leveling up' in MMOs as a grind are not interested in learning more about it. They simply want to reach the end once, perhaps to play with their friends, perhaps to enjoy social-PVE, perhaps to enjoy PVP.
Therefore, if there is a way to remove the feeling of the 'grind', it might start by understand why a particular type of player percieves it as a grind, and then making it more satisfying for him.