Need tons of minidungeons:
I have many complaints about Guild Wars 2. Most of them aren’t really worth voicing, as they would make the game different, but arguably no better. It suffices to say that you should look at the first game if you want to see the closest thing to my ideal mmo that may ever exist.
Guild Wars 2 also possesses many desirable traits. In particular, I like playing a game that lets me solo play whatever build I want without dying all the time. I enjoy building a party of heroes in the first game, but at times I just want to charge in alone: to play the lone hero who dives into a dungeon full of monsters to emerge victorious. This brings us to my main problem.
The game bores me. I quit Guild Wars 2 and went back to the first game more than a year ago. On the rare occasion that I log into the second game, I can’t find much to do. Dailies feel like chores. Events that I enjoyed soloing when the game was new are now swarmed by armies of players. The prospect of forming a pickup group for fractals or something just makes me sick.
The solution? Minidungeons. Both games already have many structures on their maps that seem like they should be explorable, and plenty of room to add more. Think how much better GW2 could be if every tiny building or ruin was an entrance to your own instance. This could add a whole new (separate) kind of map completion. It would essentially combine all that GW2 already has with much more joy of exploration and repeatable gameplay: something all players can enjoy, no matter how much time they may devote to the game.
Adding new dungeons would add permanent new content without erasing parts of the existing world. A few could involve jumping puzzles and other challenges to find them, but most should be easy to get to. Some could involve new creatures, such as skeletons and walking corpses more like those of the first game (unaffiliated with Orr, dragons, etc.), while others could be simple things like Skritt nests. Some could have their own story and champion bosses who talk to players. Others could simply be filled with creatures. Some could go halfway between, having objects to interact with that give players some idea of long-forgotten events (e.g. the demise of a party of Ascalonian refugees who sheltered somewhere much more dangerous than it appeared). On the small side, you could have a small cave with a few wild beasts, or a large chamber filled with destroyers. On the larger side, you could have a tomb with seven or eight decent-sized rooms, and plenty of the local (non-Orrian) undead. Occasionally, minidungeons could chain together in a sort of unofficial quest series.
These dungeons should be designed for two to three people. Those who love to zerg could bring in a party of five, but the hardcore players like me should survive soloing. Of course, it would be even better with an effective scaling system to make me find it worth playing with any number of players, and any set of character levels. Either way, I shouldn’t need to have a guild to do anything. Players could come back to the game after months or years of absence and essentially pick up where they left off. Players who have a buddy or two on at the same time, but not enough people for anything major would still have something to do (without the dreaded PUG).
You can already find the beginnings of what I’m talking about in GW2. Players can find many creature dens and similar spots in the world that could be turned into instances. The crypts by Neci Quicktemper in the Plains of Ashford provide a prime example of something that could become a small dungeon. I used to enjoy soloing there. It gave me a sequence of champion bosses to fight, ultimately leading to a chest (with a smaller chest incidentally on the side of one room). This could easily be a dungeon. It would allow players to fight these bosses at any time, rather than hoping some miracle allows them to pass by the crypts when the champions are around. The cave system leading to the vista in Human’s Lament would also make a good instance (though it could afford to be more difficult at 80). These don’t involve complicated boss mechanics or puzzles and quest systems that glitch out. They’re basically just closed spaces with enemies in them.
This change would allow the game to appeal to a broader range of people. Plenty of people would love to play a game whose every zone is peppered with dungeons. The system would keep people playing even if irregular schedules keep them from doing much with friends in the game. It would also bring back people like me: people who gave up on the second game. Guild Wars feels epic. GW2 feels small. There isn’t that much to do at level 80, and what you can do requires competent friends logged in when you are.