
Originally Posted by
RemnantWolf
I feel there is so much that people have forgotten about the journey in recent years. The fact is that what many are calling "Grind" had so much purpose in past games, if it didn't feel like there was a purpose then people wouldn't have played at all. Here are some of the key points I remember from XI (and I may toss in some Skyrim, Megaman X and others while I'm at it).
A sense of accomplishment-
A lot of people argue that accomplishment shouldn't come from time spent playing the game, and honestly, I kinda agree. But the grind does add something to that. It separates players... now before you start telling me that's a problem, let me explain why I see it as a strength for an MMO.
When I started playing FFXI I had been invited by a friend. He not only taught me how to use the interface, macros and auction house (ah the life lessons of crystals +auction house = gil) but he showed me who I could be. He very early on took me around and showed me some areas (not many places I couldn't reach on my own, he felt I should earn those) and the little Tarutaru proceeded to decimate everything. Swarms of mobs would fall at his feet at the flick of his level 67 black mage wrist. Enemies that could kill me by looking at me.
In a way it was reminiscent of Megaman X. In the first game, the very first stage the boss is set to beat you. You can't damage him, you can't avoid him, cant escape him, and when all hope seems lost Zero busts in and destroys the dude in a single shot. Instantly you are thinking "Man this guy is awesome! I want to be like him, I want to be that strong!" He quickly becomes that cool character, that awesome goal, the strong guy you aspire to. He then proceeds to say that while you are not as strong as him now, someday you will be! This is huge, the promise to one day be as strong as him becomes a big part of the game, collecting health boosts, new armors, new weapons it all has that theme.
From an MMO stand point, watching people topple beasts that send you running in a single blow is a huge incentive to keep playing, they not only become your inspiration, but your rival. They make every level, every grind party, every over ambitious pull worth while. This separation gave players a much more substantial, and sometimes, more meaningful goal than simple end game. To go from a beginner, just learning the ropes, to an equal, a comrade, someone who doesn't just respect these masters, but is respected by them. If these things are easy to achieve, then not only do strong players fail to impress on any substantial level, but you care very little about these self set goals.
Rites of Passage-
Many people fail to bring things like this up but an MMO is a world with players, and that's it. Now a GOOD MMO on the other hand is its own culture. This is shown, not only through the NCPs or the story, but through the players and how they teach and treat each other. I remember when I hit level 10, my friend was quick to tell me that I needed to go to the Valkurm Dunes and find a party. This place was where I learned how to party, and it was a lot to learn from me as I was a warrior and therefor the tank (I remember when I first died, and after a resurrect I ran right back into battle not knowing anything about weakened status, not a good idea for a tank, but you have to admit I showed the will and tenacity for the job)
This journey was a big deal, they congratulated me on my accomplishments, the told me how close I was to my sub job all of these things were treated as mile stones, achievements worthy of praise, and celebration. Me and my party was lead into the dunes by an experienced and strong player, to teach us how to hunt our prey. He taught our thief how to pull, our DDs and healers how to keep hate off of them, as well as teaching me how to keep hate where I wanted it, and who to protect from it. He then would stay and watch us fight as we took our first few enemies, always ready to spring into action if ever we needed help. It was like a first hunt. Experienced hunters came along to teach us how to survive the hostile world and after that we were on our own, "adults" if you will. It made my levels going up was actually connected to my character growing up. He felt like he was growing into a warrior, and how the community treated this only solidified it.
Now if the game's "Journey" is too fast, and leveling does not give time to truly develop any traditions, then the Culture of the game is lost. Not only is there no need for these moments of learning how to play under the watchful eye of your elders, but there is no reason to celebrate getting to level 10 or getting a chocobo, none of it feels like noteworthy accomplishment.
Small stories, Overarching Stories-
A story is more than a plot. The plot may define the path taken but the story is what happens along that path. (Here is the promised Skyrim Mention) In Skyrim one of the things that amazed me the most was the diversity of my adventures. They weren't diverse because I just went point A to point B, it was all the things that happend in the middle. I did the magic collage quests and at one point I had started to head back to the collage to complete a quest. As I entered the courtyard I heard a huge roar as a dragon decided to attack when I was most vulnerable, without my swords (I was doing the mage quests right Dang it!) I was forced to resort to my much lesser mage skills to defeat the beast. Suddenly the job I was working on a second ago didn't matter, nothing mattered but this moment. This was one of my most epic and greatest challenges I have had in the game. It wasn't even end game, not close, it was a distraction in the middle of an out of the way SIDE QUEST!
In Skyrim I have had many such moments. I have met many different people, traveled with a variety of mages and warriors, and overcome things that I still can't beleive I have overcome. Moments like this in a game like Skyrim are limited (without mods of course PC FTW!) You can only meet so many people, travel with so many friends and only do the same quest so many times before it becomes old. But in an MMO it is endless. Sure the overarching story is 1-50. But what about the encounters that define us until then? If a game becomes so obsessed with 50 then a lot is missed 1-49. No need to meet new people, no chance to laugh at mistakes or swap war stories with the others while the healer rests for mp, or maybe you just dance at each other.
The fact is that the grind is never a grind if you do so with the right people. I soloed in FFXI a lot and didn't care how long it took me. I enjoyed talking over my linkshell, randomly declaring my love of nachos or getting in a RPed glue fight with the linkshell leader. Was it stupid? Yes. But I loved every moment of it because of the people involved, whether in my linkshell or in a party with me, MMOs have the ability to give encounters with limitless characters, all of which have a unique background and story. And while long lasting friends are great, even one time encounters, or rare meetups, are have such meaning.
Am I saying that the game should go to a months to level, grind fest? No. All I am saying is that if all a game focuses on is the end game content, look how much we miss out on. If someone comes up to you and says, "Seinfeld was a show about nothing" or "West Wing was about a president who got elected again and then someone else got elected" would you say you experienced anything? If all the game is, is endgame, then it's like fast forwarding through any tv show and then watching the last episode. Even though you watched the last episode, you missed too much to say you experienced anything of any value. You never learn to love the characters, never feel good for their achievements, and never feel bad when they are hurting. All you got was them saying goodbye, and I wouldn't watch a show that was nothing but goodbyes from people I don't care for.