Here is a new topic for discussion! How to increase the longevity of an MMORPG?
Or better question: how do we give players rewards while they do content a limited amount of times, and yet we still keep them playing for years?
1) The easiest solution to this very important problem is to lock rewards behind an excessive grind to get them. Either using some form of reputation/tokens, very low random chances to get the reward, or a combination of the above. So players cannot get something very quickly / easily without investing time (unless they are very LUCKY) But this “solution” isn’t exactly ideal for players, they are either lucky and like it, or unlucky and complain about it. Tokens on the other hand make the whole process feel more like a job.
2) Another solution, also easy to think off, but probably impossible to implement, is to have a constant influx of new items for players to acquire or new content for players to play. The Living World of Guild Wars 2 is a perfect example of this solution, every 2 weeks you get to play some new content, and acquire some new rewards specific for that content. However the Living World has its own set of problems, notably how short each release is. While you DO get something new to do every 2 weeks, it lacks in quantity, and due to production schedules and restrictions, it might even lack in quality or have lots of bugs.
3) Sandbox-like games, allow players to create the content themselves. They allow players to create from simple items, to whole player run towns and corporations, with intricate player-driven mechanics and hierarchy. Of course those types of games don’t work for everyone, in fact more structured (or themepark) games have been more successful than sandbox games in the past. Games like EVE depend on the community, the players, to work.
How do we add more sandbox-y elements in Guild Wars 2?
4) Allowing players to create their own content. Neverwinter tried this approach, allowing players to create their own adventures and quests. To keep it balanced, the end reward is created by the parent company and not by the content creators themselves, so they can balance it. This solves the lack of content problem, but it doesn’t do much for rewards. You still are at the mercy of a random number generator to get your rewards.
How do we allow players to create their own content in Guild Wars 2?
Dynamic events are being created using an editor, imagine if Anet allowed players to play with that editor, see what they can come up with. There is a new system of “adventures” coming up in HoT, what if players could create their own adventures? Rewards would still be up to Anet, not the designers of the content.
At the very least, in Guild Wars 1 Arenanet did some “Design your Weapon” contests, that allowed creative people to design new weapons for the game, either just names, or full skins, then Arenanet put them behind content. That’s another way to make player-driven content in an themepark MMORPG