Lockouts and Gating
Gating is probably a really controversial topic since ANet has in the past received a great deal of backlash on any form of content gating. You’ve seen it with the fractals where higher level fractals included an agony condition that you needed the right kind of gear to compensate for. It wasn’t supposed to be a big deal since you could see all nine fractals regardless since the higher level fractals were basically the same except harder. People still got pretty upset because they believed that any sort of content should only be gated by skill and skill alone. Then again, agony was mostly avoidable if not removable unless you count Jade Maw. A better example would be guild missions. You had to have enough influence in the guild to unlock the first tier of missions, the bounties and then you had to do enough bounties to unlock the next tier of missions. The content in this case was gated by guild merits and influence dumps.
If we look at the other perspective, ANet has to have something to keep people busy for a while. Now there are debates on whether following traditional approaches is the right choice. ANet isn’t so much keeping people busy as they are slowing people down. Traditional raids in other games like WoW you have gear gating or some kind of mechanism that controls your rate of progress. With non-gear gating, the thing is you aren’t really making something challenging by preventing you from actually doing it. Gear gating can be annoying but then people looking for a challenge could attempt a fight with sub-optimal gear. That won’t work in GW2 so well since the game is designed around not having a gear treadmill or vertical progression. Artificially extending the life of the content isn’t looked very highly upon nowadays.
What might work would be to have vertical progression limited to only the raid dungeon as some have suggested. I think we still run into the issue of players feeling like the game is artificially hindering their progress. If say ANet decides that skill is the only deciding factor in how far you progress then maybe the only gates should be the challenges in the raid dungeon itself. Let’s say that you have to complete all the objectives in one area to open up the next area. Does that sound like what’s already in place? Yes, most certainly. I think that we’ve simply been looking at things the wrong way. Most games out there that aren’t MMORPGs or RPGs have no gating mechanics at all. While GW2 is still not quite the perfect blend of action game and RPG I think it’s safe to say that certain outdated traditional RPG systems could make way for newer systems similar to action/adventure games.
Now with lockouts it’s not as big a deal since realistically a guild isn’t going to run a full clear of a dungeon every single day of the week. People tend to be alright with the current guild mission weekly reset structure. I think if pugs want to do the content though things could get really messy. You could be locked into a partially completed dungeon that you can’t complete at all since the group was just randomly put together. You could run into issues with scheduling, something very common with traditional raid dungeons, due to lockouts. ANet will have to find their own way of preventing players from going crazy with farming. Maybe they could make that the bosses the player has already killed less rewarding. That way they’re not prevented from doing the remaining bosses or the dungeon as a whole if he/she has already done a full clear. Something like a weekly raid bonus, similar to the current dungeon daily bonus on tokens, should work really well.