It doesn't help that so many of these games grinds are insanely tedious. They're designed so you practically have to treat it like a second job. The games also suck. They consistently make them only just good enough to support whatever tedious loop they were going for and absolutely no further.
It sort of takes the idea of progression in something like an old-school tabletop or pen and paper RPG, and then tries to stretch it out much much further for the sole purpose of extending the amount of "game time" a player is expected to go through to reach their goals.
Which is then further compounded when it's so easy for the developers to add what amounts to an infinite potential for grind and loot, without end. Which is something that you technically could do in something like a tabletop RPG, but it would be glaringly obvious and wouldn't really fit into a finite campaign-adventure.
It doesn't help that so many of these games grinds are insanely tedious. They're designed so you practically have to treat it like a second job. The games also suck. They consistently make them only just good enough to support whatever tedious loop they were going for and absolutely no further.
It sort of takes the idea of progression in something like an old-school tabletop or pen and paper RPG, and then tries to stretch it out much much further for the sole purpose of extending the amount of "game time" a player is expected to go through to reach their goals.
Which is then further compounded when it's so easy for the developers to add what amounts to an infinite potential for grind and loot, without end. Which is something that you technically could do in something like a tabletop RPG, but it would be glaringly obvious and wouldn't really fit into a finite campaign-adventure.