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Question time: What makes a ‘good’ grind in an MMO?
PC Gamer’s Harvey Randall argues that repetitive progression in massively multiplayer online games can be enjoyable rather than inherently tedious. He suggests a “good” grind provides a low-pressure, almost meditative activity alongside longer-term goals, while still avoiding the excessive repetition that defined some older MMOs.
Randall defines grinding as repeatedly performing an activity to reach a goal, noting that it persists in modern forms such as battle passes, seasons, world quests and Final Fantasy 14 relic weapons. While pursuing 600 units of crystal paste for a relic weapon, he repeatedly ran low-level dungeons and found the routine relaxing when paired with music; he invites readers to discuss whether they find such busywork satisfying or frustrating.
In short
- MMO grinding can be relaxing when it supports a meaningful goal.
- Modern games retain grinding through varied progression systems.
- The writer asks players whether repetitive tasks feel satisfying.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
A well-designed grind provides valuable downtime gameplay—a meditative, low-pressure activity that complements more demanding core content and allows players to progress at their own pace whilst multitasking or relaxing. When structured thoughtfully to avoid excessive repetition, grinding offers genuine satisfaction through visible progression and genuine player choice in how to spend their time.
The case against
Grinding represents artificial time-extension that confuses engagement with enjoyment, asking players to repeat the same activity many times not because it is engaging but because designers need to stretch content duration. This exploits completion-driven psychology rather than creating genuinely meaningful gameplay, and development resources devoted to grind would better serve players through more varied, skill-based or creative content experiences.
Explained simply
Massively multiplayer online games (MMOs) are online worlds where many players share the same game and work towards goals over time. A grind is the repeated completion of tasks to earn items, experience or other rewards.
Games use grinds in different ways, from seasonal reward tracks to quests for powerful equipment. Some players enjoy the steady routine alongside other activities, while others find repeated tasks tedious; the amount of repetition and the reward can affect how it feels.
The question matters because progression systems help shape how players spend their time in an MMO. Developers balance repeatable tasks against the risk that they begin to feel like chores.