Farm status is a horror of gamerdom.
What is the point of grinding anything? Does Naxx get more fun the fifteenth time or something? It only makes sense as a business model that makes people play a long time to get to the end, so you keep them looped in for monthly fees, but then you are also selecting for an audience that has lots of time, and therefore will be logged in more. Maybe the cost of 40 hour/week players is not much worse than 10 hour/week players; there must be money in it.
I do not want to do anything more than three times. Once is an introduction, twice is learning, three times is demonstrating mastery. Past that, I am just repeating it because someone thought it would be funny to put the prize at the end of a treadmill. I am done with that.
The Lord of the Rings Online™ Volume 1: Shadows of Angmar™ is a great culprit here. If you want your Angmar or Annuminas armor sets, you are running those three dungeons (each) six times (on average). Six people in your group, one barter piece drops from each relevant boss, six runs to equip everyone. That means about a full 24-hour day to get your Annuminas set and about 2.5 for Angmar (which is odd given that Annuminas is better, but moving right along). If you did not think that Turbine wanted you to grind all the Angmar dungeons repeatedly, look at the deeds that were added. You need 300 orcs in Carn Dum and another 300 in Urugarth. They can count how many orcs spawn in each of those dungeons, and I would be surprised if there were 50 in either. This is the clearest case I know of developers being able to set exactly how long the grind is (and as a bonus, making it absurd).
Would you like an example of how to do it almost perfectly? Warhammer public quests. If you take a group of six through each of the three public quests in a chapter, and you are the only ones doing them, you will all fill your influence bars for the chapter, plus or minus a few irregularities. If you liked a PQ and want to re-do it, great, you get the experience and another shot at loot bags, but you already got the reward for experiencing the content. If you had many people doing it, yes you repeat, quickly, and the end-of-stage rewards reduce the number of times that you grind 100 rats. We can argue about that first stage, but the reward structure is solid.
If you have made good content, people will want to repeat it. We keep playing Civilization and RTSes and Settlers of Catan and tennis, even though there is no bonus for playing ten times. (Was Age of Empires III better because it had a card/level grind?) Adding grind to make the game take longer might have some financial logic in MMOs, but it does not add fun. And it is completely stupid in non-subscription games. Yes, you want your game to have 50 hours of content, but we notice if it is mostly padding.
Give me Portal. The game is all of three hours, but I bought the Orange Box just for it. Give me Katamari Damacy. I beat it at a LAN party but bought a Playstation 2 so that I could get my own copy and explore it more. Do not add non-fun to a game to round out the fun parts.
There is a place for levels. You can do things meaningfully with pacing and spacing. They should add to the game, not just make it take longer.
I am done grinding. Done.