WoW: Professions
One of the really striking things about my World of Warcraft experience so far is the lack of grinding. I mean, sure, there are quests that involve seeking out and killing wandering creatures, but even so, that’s not grinding, it’s questing. It’s not driven by our personal need for more power to make the rest of the game easier, it’s driven by some NPC in a position of authority telling you to do stuff and rewarding you with goodies and XP and congratulations. (Lots of single-player CRPGs have the NPCs heap praise upon you for achieving tremendous things that no one else could, but here they do it in a context where other people who have done exactly the same things are wandering around and calling each other names.) What’s more, the kill-stuff quests usually come paired with a quest to do some other task in or past the area where the stuff to be killed resides, so I find I generally just wind up automatically meeting my quota (or coming very close to it) in the course of pursuing my other duties.
There is, however, one aspect of the game that feels very grindy, and that’s the Professions. Professions are mainly crafting skills. They’re completely optional, but the fact that they’re optional makes them fit into the category of self-directed power-seeking that I mentioned above. And yes, they involve simple repetitive activity, although for the most part you don’t have to participate; you can just tell the computer to make twenty bandages or whatever, and it’ll do the iterations without need for further input.
In what I assume is an effort to force diversity, no character can practice all the professions. There are four professions that everyone gets — cooking, fishing, first aid, and archeology, of all weird combos — and on top of that, you can take up to two electives. I haven’t chosen these slots for Oleari yet, but Pleasance has taking Tailoring and Enchanting. These, it turns out, are a widely-recommended pairing for mage-types, but I didn’t know this when I picked them. I picked them because they made sense: a warlock can only wear cloth, so I figured this combination would let me make my own enchanted equipment. It turns out there’s another wrinkle to it: the Enchantment profession also involves disenchanting things, which destroys them but returns a certain amount of enchantment supplies (magic powders and the like). Now, you can buy the same supplies from town, but they’re pretty expensive. Tailoring, however, can produce items that have small stat bonuses without explicitly enchanting them. These items can, however, be disenchanted. So there’s a nice dovetailing of the grind there: if you make some clothing and then disenchant it, you get to practice both Tailoring and Enchanting, and get some relatively cheap Enchanting supplies into the bargain.
To some extent, you can buy your way into professional skill. Take Cooking. The first Cooking recipe you learn is for a spice cake, the ingredients of which can be purchased from a guy standing right next to the trainer who gave you your first point of Cooking skill in the first place. If you have the cash to spend on it, it makes sense to just whip up a bunch of spice cake then and there, increasing your skill with each step. However, as you gain skill, easier tasks start failing to yield skill. The menu of things you know how to make is color-coded by how likely they are to yield a skill point, so it’s easy to pick the things to practice with.
The other limiting factor to grinding professions is scarcity of resources. Most low-level recipes (other than spice cake) need meat. Unlike in our world, wolf meat is apparently commonly eaten in Azeroth, as is bear — the closest thing to a normal meat animal I’ve seen is those pigs back in the orcish territories, and even those pigs are pretty fierce. The point is, the only way to obtain meat for food is to engage it in combat. You might think Tailoring would be a different matter, but no, the only source of raw cloth is fallen adversaries. This affects First Aid as well, because the same cloth drops are the raw material for bandages. You can buy thread — most Tailoring recipes require it — but there’s nary a usable loom in sight. Battle is your loom. So, this puts a brake on how much practice you can put in between quests. No one’s becoming a master craftsman without also becoming a war hero.
Except that there seem to be professions immune to this. Like Fishing. I haven’t done a lot of Fishing yet (and haven’t done any successful Fishing at all), but it seems to be mainly just a matter of finding an appropriate lake for your skill level and then hitting a button every ten seconds or so to keep casting your line. There’s something of a tradition to this, I suppose. Everquest had similar fishing mechanics, as did A Tale in the Desert. It’s a low-risk, low-reward, easy-to-implement mechanic for anyone who wants to just waste time.
Archeology I have no idea about. There’s an Archeology trainer in the Undercity, but he seems to be broken: I go to him to purchase training, and he gives me a completely empty purchase menu. Maybe there’s a quest or something I’ll have to complete first.