Since when does time investment = work? And no, they're not all "grinds." A grind is usually something very distinctly repetitive and lacking in fun - why else would it be called a grind? - that is pushed past to reach a state where fun can be had.
The basis of your argument rests on the idea that time investment and repetition is equivalent in concept to work, which is not true. Is
Monopoly work? How about
Yahtzee? Or
Poker? They all involve time investment and repetition: When was the last time you heard them referred to as work or considered them similar to such?
I thought I just explained how SWG utilized the concept well for me. Not sure why you're tossing that into the mix to support your argument.
When I said, "Without referencing games that utilized the concept poorly, such as your DAoC example," I was talking about design components within such games, not the games themselves as a whole. Those games were successful because they also had components that were not like a "grind." And apparently because there is a crowd that has been suckered into thinking that happiness is just one step away if you stab enough knives into your eyeballs.
This is what people usually describe as the carrot on the stick. How many people do you think actually enjoy chasing the stick? They're just interested in the carrot. If you place the focus on the stick chasing instead, suddenly the carrot is just something to look forward to, not a daunting goal to reach. What do you think one of the key reasons is for so many people leaving one MMO and going to another? Because there is either no more carrot to reach or the process to obtain the carrot is uninteresting.
It's a very simple concept that I'm talking about, which I described in a previous post: Enjoyable gameplay. You can utilize the concept while including time investment and repetition. You just need to do it correctly. Thinking that boring or obnoxious gameplay is a genre staple is one of the reasons why games fail.
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