Let me make this one clear before I get brutally beaten down by the wow-fanboy brigade.
This topic is not a matter of the idea of weather leveling is a bad design, but why using it is a crux for Guild Wars 2’s own success and why expanding the game with any more levels would not in any way advance it at all.
Unlike my previous topic on a suggestion for guild housing, this is a cross between a rant and a suggestion on how to improove the game from it:
The Basics:
Leveling is an extremely crux-worthy method of hindering the progression of most mmo’s purley for the sake of trying to justify it with a concept of advancement through numerical statistical supremecy. In any other mmo, this statistic based format would work flawlessly, as evidenced in games like world of warcraft, the old republic and others that are designed for it.
But the way that A-net fundamentally designed this game clearly makes it try to be as different from WoW and other mmo’s of that fundamental oldschool belief as possible.
For a start, we have a clear cut dumbed down set of statistics that allow for more clear cut min maxing regardless of your profession. For another thing, we have a game that fundamentally prides itself on a design philosophy that it tries to do all it can to utterly destroy the holy trinity, and the grind.
For the most part, it has succeeded, except for the grind part.
This is where GW2 begins to fall into the trap that many of wow’s previous compeditors made the mistake of doing. Using levels as a crux to add numerical statistics rather than making optimisted and long lasting end game that was not only enjoyable, but enjoyable to reach in the first place.
Leveling, is an old system, one that simply doesnt work in a quasi-action rpg like GW2, which could near enough be considered Fable with multiplayer based on the way the gameplay and the design works. This game needs a different kind of leveling system, and most of all, it needs the entire process of “leveling” to DIE in a fire.
You want a fun, enjoyable, casual game, that wil appeal to a large audience both casual and hardcore based not on its stats, but on its gameplay? Then I advise this:
1. Do not, make any more levels for this game, this game already has 80 and that is a very healthy and good enough standard, please, despite what has been promised, reconsider levels as your focus, its not a good way forward and its a trap so many mmo’s have fallen into and fell far from.
Example in Question:
TOR: TOR had a railroaded leveling system that tried to compete with wow, and as a consequence of this, it used leveling to make its content as long paced and boring as possible leading to a conclusive lack of end game and thus an outraged fanbase (despite the fact some still enjoy it today, more remember it for that very unfond reason). Do not fall into the trap of what TOR did with its leveling and end up focusing all your effortt into making content that reaches the end game, rather than having content that “is” the end game.
2. Focus more upon getting people “to” the end game early, leveling is a tutorial, not an obligation, and to force it down peoples throats eliminates the fundamental enjoyment of the game because it ultimatley reminds you that in order to explore that next bit of content, you will have to be generically pathed down that bit of content all over again. This quickly becomes a stagnacious and uninspired road to nowhere, and having 1 level 80 seems enough for me because try as I may, I havent really motivated myself to reach level 80 again with an alt (and I have quite a number to count from).
TL:DR version: Make every area in GW2 open world from the start, people should feel that its their choice how they reach 80, and feel like its their choice how their hero evolves, not the games linear pathing.
(I know thats development hell considering how much the game put in but considering your next promised patch is more or less an overhaul of old content, this kind of thing couldnt hurt to give a serious look at if you want GW2 to truley be different from every other mmo.)
These two big points addressed would immediatley make this game alot more worthwhile to play in the long run, and as for big end game, well its pretty easy to add story content that lasts a long time (see GW1 for example) or more expansive ideas such as skill point and ability challanges that require you to unlock new abilities by doing a long adventuerous mini story.
GW2, is a game fundamentally closer to an action rpg with multiplayer than an mmo. I would ideally like to see Anet push it that direction rather than steering it towards (generic valley) or the clicheville of every other mmo out there.
I do not want WoW MK2, I want GW2, a game that I bought to get as far away from that design as possible.
Your 2/3 the way there A-net, with a bit more effort, you could be there 100%.