This could just as easily go in the Suggestions or even Lore forums, so if any of the mods think it wise, feel free to move it, but I really genuinely hope that Anet will hear me out here and give this a full read.
Three quick disclaimers up front: as much as I’m sure everyone is sick of hearing this game be compared to WoW, I’m trying to provide truly constructive criticism and if the best way to do that is to draw on my experiences as an ex-WoW player, then so be it. The other disclaimer being that I haven’t done all of the explorable dungeons yet so I could be wrong in my assumptions, but from what I’ve read about them I don’t believe I am. Thirdly I love this game, and I love Anet, and I really, really want to see this game succeed, so I hope that they’ll consider my ramblings.
Guild Wars 2 has been failing to hold my attention of late, and I feel like I’ve finally pinpointed why. I feel very little motivation to do explorable dungeons. Honestly a lot of that is because it feels like the story of my character is finished now that my Personal Story is finished and I’ve completed all the Story modes for the dungeons. All of the important baddies (Zhaitan, Faolain, Kudu, Gaheron, etc.) have either fled or been slain with extremely little effort.
Although I feel like there should definitely be a major capstone accomplishment for the end of the personal story (and Zhaitan fits that role quite nicely, even though I feel his fight should be a bit harder) I also think that there should be other major lore characters to work toward defeating AFTER that, who are much harder to defeat. It makes sense for Zhaitan’s death to not require a ton of skill on the player’s part, because they’ve spent their entire personal story building up a coordinated military effort to bring him down, and this way a much, much larger portion of the player base gets to complete that story. I consider that a sound decision.
However none of the explorable dungeons to my knowledge feature prominent lore figures like Faolain that I’m interested in defeating, instead leaving me to mop up some separatist underlings or gravelings left over from the story mode events. That’s my first criticism of explorables. I simply don’t feel like the events in them have
enough impact on the world and its lore/story.
The second thing that causes me to leave the dungeon unsatisfied is that it doesn’t feel like there’s real build up to any boss. This is the part where I’m going to hearken back to WoW for a moment, for better or for worse. I played WoW mainly during Wrath of the Lich King, and defeating a boss at the end of a raid that my guild had been fighting through for months is the most satisfying feeling I’ve ever had in a video game. Unfortunately it took that long for all the wrong reasons (Gear treadmill, organizing 10 people and the scheduling conflicts that arose from not being able to replace healers or tanks, and weekly resets) but the point is that we were fighting our way through a massive dungeon fighting bosses that would take a minimum of four or five hours to defeat the first time, and finally at the end was Arthas, or Yogg-Saron, or Ragnaros; somebody important to the lore and a true genuine threat to Azeroth.
My point is that I did the entirety of AC explorable (all three paths) in the time that it would have taken my guild to progress through one new boss in WoW on a very good day. However I am absolutely not advocating the implementation of a gear treadmill to pad out dungeon length. I’ve put a lot of thought into exactly what I’d want from explorables in my ideal vision of GW2, so I’ll outline my little prototype below.
(edited by Prismatic.2096)