However, I don’t think it’s necessarily a bad thing for hardcores to separate themselves from casuals. In fact I think it’s inevitable.
I agree that there’s a strong tendency towards separation. I disagree that it’s inevitable.
Once upon a time, in more traditional MMOs, it was inevitable to look upon any other player intruding on your space in the open world as a stranger to compete with. Why not? They might beat you to the harvesting node you wanted, they might tap your mob first and rob you of xp or quest completion credit, and they surely couldn’t rez you if you died.
GW2 changed that paradigm. How? Through very intentional game design. Both players get to harvest nodes without affecting each other, both can fight the same mob and not steal xp from each other, and regardless of what class they are, they can rez each other.
This is a chance for the developers to design new innovative systems that support their manifesto, rather than fall back on the same old thing other MMOs already do, and probably do better.
GW2 is about unity, cooperation and inclusivity, not exclusion.
Hardcore-casual has never been a binary thing, but more a spectrum from ultra casual to ultra hardcore. Separating into strata that refuse to interact with each other only creates tiny insular communities, distrust and scorn, that make it hard for a player to cross over between communities, should they have the desire to.
Leaving these world bosses in the open world allows for people to chance across organized attempts and be left positively influenced by the interaction, perhaps developing an interest in joining the community they just met.
Instances simply provide a way for players to NOT have to talk to each other, save only for the few that meet their criteria of worth. We need to find solutions that don’t simply resort to “I don’t want to play with you, period.”
Because what we are doing in that situation is making things difficult for ourselves in the long run, by shutting out and shutting down the potential pool of people we can stand to play with.
And when we run out of those, we run out of social connections and lose interest in the game. We might even end up quitting, and a game shuts down when it runs out of a critical mass of people.
So what are some other possible solutions? More brainstorming:
We get frustrated when we cannot get into a full map. This is not something an instance will solve. Every encounter is tuned for a set number or range of players, and once you hit the limit, that’s it. What we really lack is sufficient leadership to organize a viable fight for more followers in another server map or overflow. That’s not something devs can address, but more of players stepping up.
We are terrified of losing connection and losing our spot. Possible solution: Allow 5-10 minutes for your spot to be reserved, allowing for re-logging without losing it to another player in the queue.
We are tired of having to wait for 1.5 hours to fight a hard world boss. Possible solutions: Shorten the timer, or allow players to start the boss themselves when they are ready – perhaps by doing an event chain that last 30mins or whatever, thus fighting it on demand and shortening the time between repeat learning attempts, similar to how one can just choose a dungeon and go.
We have to beg people to get on a voice program for communication, or are frustrated when they don’t seem to respond at all or communicate during the fight. (Bear in mind how ridiculously active GW2 combat is, and how hard it is to type communicate while fighting.) What we might need is are ways that players can more easily communicate, such as different target markings or a radial click menu for quick gestures and short pre-recorded commands “attack this, stop attacking, cc that, use range, use melee, stack” whatever.
We get irritated with players who are resistant to changing their build. Again, bear in mind that to change their build, they have to gasp leave the map they may have taken a while to get into, or buy a gem store item to retrait. Every single retrait right now involves individually clicking every trait from an obtuse sequence of roman numerals, and individually swapping pieces of equipment. Some of my alts have to carry 36 invisible bag slots to hold 3 gear sets plus jewelry (and a few minis for fun before they changed that) and I have to refer to a post-it note to remember my WvW, fun open world PvE and dungeon builds.
One possible solution: Template builds that can be saved/loaded/shared among players so that with a few clicks or copy-pastes, they can be switched into and out of more easily. I’m sure at least a few more players would be more receptive to build swapping if it weren’t so annoying to do right now.