Originally Posted by
Borfl
Welcome to modern game design theory; do more loops to get rewarded to do more loops to get bigger and better rewards until the next thing comes out and you do it all over again.
MMOs are gigantic projects and no devs are going to waste their time making elaborate questing when the vast majority are simply satisfied with killing X, collecting Y, talking to Z and NEVER doing that again unless they're altaholics. If they did they'd probably only have enough time to create one leveling path and then players would cry "there's no choice in my leveling path" however, in essence, nearly every MMO gives you no choice you just have the illusion of choice.
MMOs are designed to be grindy and tedious because they have to be simple and they have to make the player feel like they're constantly rewarded or building toward a big reward otherwise the player will lose interest, and those grinds are intentionally designed to be long and timelocked so you keep paying that monthly subscription.
I think one of the biggest problems with MMOs today is the lack of social interaction. Server community is dead since everyone can hop around and go anywhere no ties or commitment to their avatar. It's good for convenience but you no longer get that sense of "hey I know that guy, he's pretty cool" or "that guys a fucking asshole, don't group with him" which made the game feel more than just a game. Today MMOs feel like overly inflated singleplayer games with boring generic quests and grinds. You don't need to interact with anyone and you don't need to build connections with people to reach your goals. MMOs are called MMOs for a reason and they're a lot more fun to play with people, especially people you like, rather than just playing alone, but it seems MMOs are designed to be as convenient, accessible, and cheap as possible.