Rather than adhering to the promise of their initial offering, Anet gave their devs a free hand to squander funds on tangential and unnecessary experiments.
GW2 was sold as the ‘game for the rest of us.’ And it delivered. Nothing trying on overland maps. Amazing visuals, puzzles and platforms, a bit of crafting, and all of it with the non-gamebreaking, opt in/out flavor coined by Warhammer. Game modes to please everyone that weren’t ‘necessary’ to take part in to ‘succeed.’
There was a personal story arc and a living world element tying it all together(similar to Lotro’s Books- once they’d been made solo friendly.) The story was woven into the dungeons so there was instant familiarity and a sense of purpose when you played. All of these were good.
HoT broke faith. Rather than saying, ‘Play how and wherever you wish,’ there was one path to mastery and elite spec lines. There was WvW for some, but if neither a WvW player, or a jumping enthusiast, or someone who enjoyed the world boss train you were out of luck. As it was HoT meta maps seemed to be a passive aggressive middle finger to world train crowd who cried when rewards were cut. ‘Love trains? Here’s four maps that are endless trains with steep victory conditions tossed in.’
From the beginning devs have talked out of both sides of their mouths, saying, ‘play as you want,’ in order to sucker us in and then afterwards making punitive changes- either to classes, or to the game modes. GW2 has the more the feeling of a behavioral science experiment, one we’ve somehow failed without even knowing it. Why?
Because apparently we weren’t playing how they wanted us to play as we wanted to play. If that was confusing, good, because it was just as confusing whenever the changes were made. Still is.
They made a brand, built expectations, then broke them by trying to be something they weren’t. Rather than letting us play ala cart, gw2 became a study in ala cart games development. Devs expected customers to pre-purchase based on previously established brand identity/expectations, but in truth they ended up subsidising their failed experiments. You want spoiled? You want entitlement? There you have it.
They had one job: stay the course, deliver an ongoing experience consistent to what came before. They didn’t. And not only did they not deliver, but they aggressively ignored their players in doing so.(Go ahead. Drop the mic again- see how that works.)
That consistency equaled:
-A new, easily navigable, overworld map section divided by mini hubs(hearts).
-A new, story-relevant, dungeon hub with attendant cosmetics for weapons and armors.
-A new, story relevant, wvw map consistent thematically to the newly opened zones.
-A new pvp tournament event.
-A new chapter of living story, furthering the story which came before; with the end goal of eventually besting the world dragons as the zones where their respective domains exist were opened up.
-A new fractal.And they could have added raids to that. There’s your new addition.
That’s right, raids weren’t the problem either. They have a place in GW2 beside dungeons for providing additional story progression. And as such, they could have been one of many reasons to call friends over from other games- so long as Anet kept consistent with the other modes. They didn’t and it’s that simple.
And this is why it’s so grating whenever players, satisfied with their experiences, feel free to tell others to quit playing. The alienated player base is just as invested. Perhaps even more if it comes down to moneys spent.
So that said, I’d probably agree with them, provided Anet refunded them the moneys spent for dyes, toys, cosmetics, pets, and other gems purchases bought with actual world moneys. These were purchased in good faith with the understanding that the GW2 experience going forward would keep consistent. It would be a world they would continue to want to play in. But that wasn’t happening, was it? Nor is it.
Saying, ‘No, you still have them, and you’re free to enjoy them for as long as you stay in Tyria.’ was -and is- a bunch of mealy-mouthed, weasel-worded, coward speak. How does players enjoy themselves if their guild has jumped ship to another game? They don’t.
Anet is irresponsible with the moneys given to them. They need someone more in tune with business and brand consistency riding herd to make certain that what they deliver isn’t going to alienate half or more of a loyal following. Afterwards there needs to be an apology.
And in light of that, the open letter to the community before the preview of PoF was just insulting. Don’t hold a knife to my throat in a blind alley, violate me, then have the gall to paste an open letter on the wall of the alley a year and a half later, whingeing about not having found enough money in my wallet when you’d mugged me afterwards. Telling me not to reflect on the ‘bad times’ but instead to look ahead(possibly to another violation in the making)doesn’t play well. Especially when there wasn’t a sincere apology anywhere within the letter.
Take up painting on your own dime if you want to seek challenge or artistic fulfillment. If your intent is to make money and to have a product that doesn’t end up at the bottom of the heap, then you suck it up, show up every day, leave your ego at the door, and continue to please your customers.
Right now, PoF seems to be another debacle in the making- yet another instance of telling us how to play the way we want. Or rather -‘Play however you want, so long as it’s here and it’s this way.' with nothing but another year or so of silence to follow as the devs go to ground and nurse their wounded egos.
Finally. That’s everything I’ve been trying to figure out how to put into words for far too long now. Thank you for finding a way to say it and taking the time to do so.

smilied completed ones for easier reading.