When GW1 was released, I think most people, even those of us who had followed it for years, were surprised by the amount of PvE content. Originally the pitch for the game was very PvP centric.
The community divided into a PvE / PvP split. Guild Wars 1 was a game in the classical sense that it ended once you had done the campaign. End of the story. Wait until new expansion. *bold
However, as time went on, it was loaded with the hunt for titles, skills, hard mode completion and so on. The ultimate point was that the game labeled itself as not a grind by force, but by force. Because there were people who needed these carrot-on-a-stick goals to enjoy themselves. Others however, did not find them enjoyable.
Some stopped playing, and would wait until a new campaign was released, others would focus on the PvP, others would make new characters and play with their friends.
I think the important thing to remember, is that you don’t have to play anymore once the game is done. Getting a legendary weapon or some dungeon armor, is not for everybody. And thankfully, unlike other games, they are not needed to excel in the game. You won’t be inferior to your lack of raiding.
GW2 gives you a lot of content for your buck. Many games that costs 60 Dollars lasts 6-12 hours. I don’t think it’s reasonable to expect more, considering the amount of stuff you are getting for your money. If you compare it to say, what it costs to go watch a movie in a theater (10-15 dollars) which lasts 1,5-2,5 hours, it’s quite amazing the value that you are getting. *bold
You could say that. Well it’s an MMO, it’s supposed to go on forever. But I am not sure about that. First of all because I know of no MMO that is truly fun and meaningful after reaching it’s end game. PvP and dungeons/raids are the sthick in the ghist of them. Besides that, people assault you with nostalagia, speaking fondly of the better days of old of UO, Planetside, AC, DaOC, SWG-Pre CU and Vanilla WoW, or whatever other title they may fancy. But none of these games currently holds a happy population. The developers are always blamed for ruining the fun.
I believe the truth is simply, that the repetition of doing the same content in variational skins, and encounters grows old, and because forever-MMO offers no: “game is done. now go out in the sun and play” gamers keep playing a game they are bored of until they finally rage quit and talks about the days of old, which often were not better. The game was just new and exciting. And that is how it is with all games.
I believe a game like Lord of the Rings Online which is a fully featured MMO, also took a stand about accepting that once you hit the cap and have seen the majority of content, its perfectly reasonable to not play until they make new stuff. Why wouldn’t you expect that?
In theory, it should not even take any rewards or goals for you to log in and kill monsters. Thats how fun the game should be. Or the crafting or the PvP. or the WvW. or the achievement hunting. How can anyone expect more of a product?
End gamer starts at level 1 only means that your doing the same activities while leveling as you do after you hit the cap. In many other MMOs, you level by doing quests, and then suddenly you hit the end game, and you have to do a completely different activity. Scaling upwards and downwards just reinforces that GW wants to reinforce personal skill and put the responsibility of being succesful back in the hands of the player. *bold
I don’t believe in the mantra, that because it’s a MMO that it’s supposed to last forever. I often get the feeling that MMOs like WoW that tries to draw out the experience indefinitely, tend to hate the game. I think it’s healthy to have a “ending”. Now the game is done. You physically progressed through the areas. Here on out, it’s completion, or the forever hunt of fighting over territory in WvW, getting more cool looking gear for your dress-up-doll-character, making a name for yourself in the sPvP or simply trying to see and do everything in terms of achievements, titles, rewards and so on and so forth.