This scheme meant that there was, however, always some simple task one could do, whether it be cutting logs or catching fish, that would give an immediate turnaround with experience and exchangeable resources for the player. This dogmatic approach to gameplay, which has been remedied as years pass, was actually helpful to retaining players in that no matter how far one was from maximum efficiency for a task, there was always a way to chip away at the mountain that stood between one and the finish line. Younger, inexperienced players were not punished for lacking the rigor that most games reward one for now, and progression as a whole was really pretty optional. With an exponential curve in leveling difficulty, one could get pretty average stats with little effort while the upper echelons required hours and hours of dedicated grinding.