From what I see, there are two main reasons for players to want vertical progression. For many players, vertical progression is the driving force behind playing the game. As long as your character can grow no more powerful, you have run out of content to play with, and there is no point in playing. Another motivation behind the drive for endless progression is that there must always be a tier of “power” and “prestige” available, that are out of reach of “casual” gamers. There must be a scarce commodity out there that separates the “haves” and “have nots”, lest the latter starts feeling a sense of entitlement. The above reasonings, however, in my opinion, do not address the fundamental need behind gear progression, and do not take into account the side effects of its implementation.
Let me address the flaw with the first reasoning. Vertical progression, by definition, means your character gets ever more powerful the more you play. An equivalent interpretation, however, is that every monster out there gets easier the more you play. This flies in the face of traditional game design, where levels should generally get harder over time. More importantly, this destroys the very content you are looking for.
Let me explain. In Guild Wars 2 (let’s leave out Lost Shores first as I’ve not touched the game since Ascendedgate), there are exactly two PVE areas catered for level 80s. And most players stick to Cursed Shore. What about the rest? The truth is your character is too powerful to play in most of the other parts of the game. Enter a newbie zone and your enemies die if you so much as sneeze at them. Yes, the down-levelling is supposed to address this, but your gear is not down-levelled appropriately.
In Guild Wars 1, the developers have attempted to address this by implementing Hard Mode. Note that Hard Mode is accessible to level 20 characters, who can progress no further in stats. This means that the content remains relevant and challenging throughout your experience, no matter where you go. I think for most of us, having a sufficient challenge is an integral part of gameplay. My level 20 party can vanquish all the endgame bosses, do all the elite dungeons and still have to be extra cautious about fighting Roaring Ethers and Elementalist Bosses in Hard Mode.
When Guild Wars 2 was being developed, there was no doubt that they were recreating this sort of ideal. That every part of the game remains challenging. Yet Vertical Progression threatens this very ideal. A character with highly progressed gear would certainly find most content boring and unworthy of play. Already before Ascendedgate, my full-exotic (with nearly 200% magic find) Warrior is experiencing the problem of content obsoletion. Why bother with the rest of the world, when I can farm endlessly in Cursed Shore for the only worthwhile gear in the game? When monsters in other places die so easily, I fall asleep fighting them? Now Vertical Progression exacerbates the problem.
You wanna feel powerful? Fine. Don’t blame Anet when the rest of the content they painstakingly created and some of the most beautiful landscapes turn out unplayably easy for you. You are continuously funnelled away from these content anyway because they do not progress you, instead causing you to fall behind and denying access to the latest content. Because that is the ironic eventuality of Vertical Progression.