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In absolute numbers, thats true. Still, Borderlands sold 4 million copies and was considered a huge success. So the cost vs. benefit was right, although it catered to an audience that might be small in absolute numbers.

Count in other grinding games that are on facebook (Farmville, etc.) and you will see that the number of players that are entertained by grinding is actually a substantial part of the playing community as a whole. It doesn't matter whether the game is "hardcore" or not.

Seeing the rather extreme case that these many years after release, there are still that many people playing Borderlands (and Diablo) just for the grind is an interesting thing.



I think it's a lesson about the end-game. What do your players do when they've finished your game, and are willing to play it from the start again? What can you offer them?

If you could get your sims characters to craft items with a probalistic quality curve based on their personality, skills, and some luck, and also have an internet-facing display chest, it'd probably give even more legs to the franchise.




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