Synopsis: Player interaction is the source of the best multiplayer entertainment. Any merits that grinding might seem to possess are actually a result of forcing players to interact. Recent games have removed that forced interaction, which contributes to their bland, empty feeling.
The Grind is the phenomenon of players having to repeatedly perform actions over a long period of time in order to reach some goal. It is like running a marathon. Or climbing a mountain. You just keep slogging away at it until you reach your goal. And in an MMO, the grind is shared. You're all trudging along, side by side, picking other people up when they fall, commiserating about the sores on your feet, the callouses on your hands and the tendency of your eyes to spontaneously cross and uncross.
That sounds like a pretty good recipe for some real worthwhile memories, doesn't it? You've got people helping you up, maybe a few putting you down, you've got trials and tribulations to share, and a community of players who are actually interacting in a personal way. That's the sort of environment that EverQuest produced. I have my memories of that game. I have war stories and some really enjoyable moments. And I sincerely hope that I never play a game like that again.
What I do hope for is a game that can get the players interacting. In EverQuest, the grind contributed to an overall environment that accomplished that. But it wasn't just the grind. There was also mandatory grouping, a nasty death system and most of all, it was a crowded world.
There were people everywhere you turned. We were constantly in each other's way. We had to interact. Not only because we were too many people for such a small world, but because the game systems forced us to. We were dependent on each other to play the game.
That is why EverQuest is remembered. Because of the fact that we all had to do things together. The grind just happened to be the shared experience. The corpse runs just happened to be the point where the most hung in the balance, and the kindness of friends (and strangers) could be demonstrated.
But we also came together when there were bugs, when we needed items made and all other manner of activity. EverQuest forced us to interact. After a fashion, the bugs in EverQuest really were features.
Compare that with World of Warcraft. Players hardly need to interact. They can email each other. They can buy and sell through the auction houses. Anyone can become a crafter of any type of item. Players can solo all the way up to the highest levels. When EverQuest players wanted to buy or sell an item, they had to turn into barkers on street corners, trying to hawk their wares. Finding an item relied on word of mouth or visiting a certain zone that the players had turned into their marketplace.
Yet given the choice of the two games, I'd immediately pick World of Warcraft. While EverQuest succeeded in bringing players together, it was done in forced, draconian and otherwise unpleasant ways.
It is not the grind that makes games enjoyable or memorable. It is the process of keeping players interacting with each other. World of Warcraft succeeded in eliminating the pain of EverQuest, but that included the elimination of all the forced grouping effects. That is why World of Warcraft is so practical as a soloer's game until the highest levels. What the next generation of games will have to discover is how to formulate a game experience that naturally causes players to interact. Not because they artificially must, but because for one reason or another, they want to.
It'll be a real trick to pull off, but I'm certain that somebody will find the magic. Without the grind.