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Or rather, it’s okay to repeat something that’s varied and interesting. Nobody * complains that Team Fortress 2 has too much grind, even though people have been playing the same few gameplay modes on a small pool of maps since launch. Grind is an even more severe case of the problem, where the gameplay is fundamentally un-engaging no matter how you structure the rewards, and the game has to resort to Skinner Box systems to motivate you to proceed. If you set your rewards improperly, then the gameplay becomes a means to an end instead of a source of entertainment. This intersects a bit with what Chris has said in the past about motivation in his video on gamification. I consider grinding to be doing something inherently boring in order to make progress. Or at least, my definition, since I’m the one writing this thing. Some people are accusing this game of still being grind-y. If it all turns to frustration and tears later I suppose I’ll regret being so nice. Maybe it’s too early and the game is too young to go around making blanket statements like that. Specifically, this game is my new gold standard for how an online game should play.
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I’ve played enough that I’m ready to start making bold proclamations with regards to gameplay. I’ve tried about half the classes and all but one of the races. I’m a few days into Guild Wars 2 at this point.
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