But in the context of MMOs, such as Scott Jennings' recent criticism of Warhammer Online for being grindy, what exactly makes a grind? It's easy to come up with a rough definition: doing the same thing over and over with little variation and modest but predictable reward, a bit like grinding little stone wheels to make enough flour for one family sized loaf.
However, given that pretty much everything you do in an MMO is a task carried out for some sort of reward or other, what stops it all from feeling like one big grind - variations in quest type, changes of scenery, or changes of mob type? What features work best - and worst - to break up the monotony? What makes the difference between feeling like you're playing and feeling like you're grinding?