The bitterness in the post above is overflowing, and a bit disappointing to be honest. I think we have all felt the drain of the grind before, but really, in the state of the game the way it is now, there is less than there ever was in years past. Put on a tabard, do some dungeons that you would be doing ANYWAYS for gear, and kill two birds one stone if you really must have that head enchant.
As far as Archaeology (or any profession for that matter) goes, there is no one forcing you to do it. Blizzard implemented these things to keep players entertained, interested, and somewhat competitive, i.e. the special, rare mounts. Same thing with achievements. It gives an aging game new purpose in between expansions and patches.
What I find time and time again with people who quit WoW after “wasting” 5+ years of their life on it is that they blame the game, they blame the stagnation or repetitiveness of the content, when really they should be blaming themselves. No one forced you to pay $15 a month to play a game that frustrated you.
The new MMOs look very cool and have some new ideas, but so did a few others in recent memory (Aion, Age of Conan) and they too have fallen. World of Warcraft fills a niche for millions of people who have formed friendships, relationships and guilds. I would have never met Ryan if it weren’t for World of Warcraft.
I go through a love/hate relationship with WoW the way I do with any game I play for an extended period of time. But the pixels aren’t what make the game, it is the people. This is what separates the game from any console game I’ve ever played. If you have meaningful relationships with guildmates or others who play the game with you, then you will never be bored or dissatisfied. One of the first things you really learn in WoW is that in order to succeed, it takes a group, for better or for worse. It takes the right group to make going through the content fun.
Notes
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