You see, @Creed, I am grateful for your response and the fact that you tried. But your first premise is where it goes wrong.
The OP’s argument is that DR affects content. And it does. Say, you 4 hours a week, all in one evening. Say you just want to do one particular part of the game on that evening. DR will tell you to stop that content after less than 1 hour. Because, simply put, the rewards will stop. And rewards are part of the gaming experience. Take out the reward part, and – for most people – that dimishes the fun of experiencing that content. It’s that simple.
Now, let’s take it one step further and apply this example to practice. Let’s consider the above person is part of a guild that has more time on their hands. They run dungeons, competitive WvW, etc. Let’s say this person wants to deck him/herself out in one set of dungeon gear, within the least amount of time possible (of which that person has FAR less than the others), so that he/she can join the guild on their runs. To have a fun experience with his guild (and without dying every other minute due to a lack of gear, which is definitely not fun). Arenanet says: No. You shall do other dungeons first, or other zones, whatever you want – except what you want to do now. That’s part of the problem the OP was talking about. It’s schizophrenic game design. DR doesn’t just punish the “grinders”, it punishes everyone.
I know that the flipside, no DR, leads to inflation which punishes casuals even more. I know that. I’m not saying I have a solution, either. Nonetheless, the OP’s argument is spot on.
The rest of your argument focuses on “correct” and “incorrect” gameplay. I know what you’re saying; I just don’t want to be told by the game that what I do find fun – or to put it more accurately, relaxing – is “not fun” or relaxing.
There are two main points I got from your post, and I’ll focus on those. Firstly you made the statement “Because, simply put, the rewards will stop. And rewards are part of the gaming experience.” This is an example of what I was calling “incorrect play-style.” For you rewards are part of the experience, yet this clearly was not part of Arena Net’s intent. This is expressed by how quickly and easily any player can obtain max-stat gear and thus be effective at any content in the game, and further supported by the fact that Arena Net did not promote the game based on rewards, but rather fun content.
While you could rightly argue that rewards are a form of content, I believe the context should be considered. In all instances when speaking of fun content, the overall subject of the article/interview/video was on combat and events, and in all instances when speaking of rewarding content, the overall subject was fun. This means that the intent and meaning of those phrases was the abstract gratification of enjoyable gameplay, not tangible in-game rewards and loot.
No onto the issue of “I just don’t want to be told by the game that what I do find fun – or to put it more accurately, relaxing – is “not fun” or relaxing.” I perfectly understand, so please allow me to clarify. When I speck of incorrect play-style I am referring to a type of play unintended by the developers, and thereby not balanced into the game. Obviously the developers intended to make a fun game, and that means that there is objectively and intended “path to fun.” No one is saying you are wrong for finding other things fun, fun is a subjective thing that can’t and shouldn’t be argued. However being a subjective thing means that it can’t be universally accounted for. In essence this means that Guild Wars 2 was designed and balanced for people who find fun in the intended play-style, and those who find fun in unintended play-style are playing incorrectly from a technical point of view, not an emotional one.
Seeing the two above paragraphs leads me to believe that you are an incorrect player. That isn’t an insult, nor am I calling you wrong for finding fun in the things you enjoy. What I am saying however is that you are not part of Arena Net’s target audience as you do not find fun in the intended play-style. This means that mechanically speaking you will always have a suboptimal and unintended experience, and as your subjective idea of fun continues to clash with the mathematical and technological intent of the game any fun you may gleam from the game will be diminished. If you prefer; you’re not “wrong” you’re just “incompatible.”