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MMOBOMB
Aug 15, 2025
In MMORPGs, you level up. What a crazy concept. Some people like doing so by completing quests, while others rather just straight up grind.
Quests are the bread and butter of most modern games in the genre. They usually serve as structured content that guides players through the game world, provides story context, and offers rewards like gear, currency, or experience points. For many players, quests are an essential motivator, giving them a clear sense of purpose and progress.
The best quests immerse you in the world’s lore. They introduce colorful characters, hint at hidden histories, and give weight to your actions. Good examples are Guild Wars 2 — which features dynamic events and personal story quests, and Star Wars: The Old Republic — which has fully voiced questlines.
Quests can also act as tutorials, subtly teaching you about combat mechanics, crafting systems, or dungeon strategies without forcing you to read long guides. In RuneScape, many early quests are designed to introduce you to skilling, gathering, and the economy, blending gameplay with gentle learning curves. They provide variety too to mix things up so you’re not doing the same thing over and over for hours.
However, quests suck if they’re not implemented right. Sometimes they can feel too linear, forcing players down a prescribed path with little room for creativity. Fetch quests, escort missions, and overly wordy dialogue can turn a mini adventure into a mini chore. And for players who crave freedom, the rigid structure of quest chains can be limiting.
Grinding, on the other hand, involves repetition… For better, or worse. You will defeat mobs or farm resources again and again to progress your level and/or find items. This sounds tedious, because it is. That’s the point. Grinding is relaxing for many players, and even addictive.
It offers a sense of autonomy. You choose the location, the targets, and the pace. There is no cutscene to sit through, no dialogue to read — just pure gameplay. This freedom appeals to players who prefer setting their own goals. A good example is MapleStory. You kill the same monsters day in and day out so that one day you can kill stronger monsters day in and day out. All that grinding for the purpose of seeing bigger numbers, really.
There is also a meditative quality to grinding. The repetition can be soothing, especially after a long day. It is easy to slip into a flow state where your mind wanders while your fingers execute well-practiced rotations. Consistent experience and loot drops for combat and gathering, letting players grind to their heart’s content without feeling punished.
But grinding has its drawbacks too. It can become monotonous, especially if the combat or resource-gathering systems are shallow. Without variety, grinding can feel like a time sink rather than an enjoyable pursuit. In games that rely too heavily on grind without offering meaningful rewards, players may burn out quickly.
Most MMORPGs feature a blend of quests and grinding, and many players enjoy both depending on their mood. Quests often serve as a break from grinding, while grinding can fill the gaps between major quest lines or expansions. It boils down to game design, which plays a major role in how enjoyable each approach feels.
The balance also depends on the reward structure. If quests offer unique items, cosmetics, or access to new areas, they feel worthwhile. If grinding is the best way to earn rare gear or currency, players will naturally gravitate toward it. A good MMORPG makes both paths viable and fun, so players can choose their own preferred mix.
Some players even find their preferences change over time. When starting a new game like Lost Ark for example, they may focus on quests to learn the ropes and experience the story. Later, once they have maxed out a character or completed the main narrative, they might settle into grinding for rare drops, event currencies, or PvP ranks.
So, are you a goal-oriented player who enjoys checking boxes and following a story? Or are you a self-directed gamer who enjoys the freedom and simplicity of repetitive gameplay?
This article was curated from external sources. Originally reported by MMOBOMB, summarized by Gamers Unchained. All trademarks belong to their respective owners.
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