That leads into the greatest problem of them all: there is nothing to work towards as a community. You could make a Legendary, but in the end only one person gets to wear it after all the work put into it. The rewards in game are so personal, so individually minded, that there are none that benefit the group. Of course, as you may have noticed at this point I have been focusing on the PvE side of the house and there is good reason for this: In WvW and SPvP these team sensations are there because there is a greater goal with tangible immediate results that everyone shares in. In PvE killing a dungeon boss doesn’t measure to this in any way since it’s the same as killing a mob in the real world. It’s the same “throw one-self at boss until it’s dead” design. Rarely do you see a phase shift or anything more complex than “don’t get smacked in the face by this one special”.
Having dynamic, evolved fights alone allows a guild a challenge to overcome. It’s a dance everyone must learn together. Don’t kill adds in the center during this phase otherwise they drop a massive AOE where we need to move during the boss phase. Hey, when the area around him is blank but there is a giant symbol on the ground outside of that move in close and go back out when it reverses. There, so far, are not bold, multi-tiered fights that guilds take pride in mastering.
Outside of the dungeons there in nothing either. People suggest guild halls, but not just for the sake of fluff. It’s something that they and their guilds come together to build, to decorate, to personalize. It’s not a one person gets to wear the ribbon like a Legendary is. Of course I bring up Guild Halls as an example but that is exactly what guilds need. Items, achievements, in game assets that build indentity: things that can only be accomplished by the greater guild community that no one person can do alone and everyone can share in. Things that took time, effort, gold, and dedication. Everything in game that currently requires those named items to craft or create can be achieved by a single person and no one gets to share in the journey outside of grinding the mats. The reward goes to one person and one person alone.
In the end, the game already has some great tools in place, but I fear in its efforts to be bold and new it has forsaken a few of the things that bring communities together, keeps them alive and thriving, and setting goals long into the games future even after all the content has been exhausted or seen. As the old saying goes: it’s not the destination but the journey. And thus far everything has been built to compliment a solo trek into the wilderness that has chance encounters. No fellowships here.
What I suggest is simple. Better tools for making groups to allow more people to see the content and achieve. A greater sense of reward for being in a group and the sensation that you are contributing to the greater good even if the physical rewards are not yours, and give guilds and the community more things they can work towards together and share together.
If these things can be done the game can only benefit. As to how they are done, of course, is up to all of you at ArenaNet. Keep up the hard work, and I can’t wait to see what you have planned for the future.
-Kythas Wraithborne