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Chasing carrots, and why we do it

A while ago, Kill Ten Rats advocated a rather interesting approach to solving the problem of any tedious grind: cheat. More viable in a single-player game (but still possible if you're willing to use methods of dubious legality), the reasoning was to cut away the reward portion and see if you were enjoying what you were doing on its own merits. Two follow-up posts have been made since then, further extrapolating the question and getting into the way our brains fire in response to anticipation of reward.

Grind, of course, is both a dirty word and a quintessential part of any current MMO, which means that we generally aim at games with the most enjoyable grind. But are we focusing on an enjoyable grind, or just one that's not too painful as we head toward the end goal? Is the problem with Aion (to pick a game routinely raked over the coals for its grind) the basic structure, or could the grind become irrelevant if it were just a hair more enjoyable? The very structure of MMOs encourages a certain amount of grinding, and it's interesting to take a look at whether we're doing it because the grind is fun, or just because we've tricked ourselves into thinking it's not all that bad.