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Originally Posted by Buster
People want more new areas to explore and more things to do because not everyone gets involved in the pvp aspect of Guild Wars. Level 20is way to easy to achieve and you miss out on the enjoyment of developing your character.
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This is getting somewhat off topic, but you seem to be mistaking content for time spent getting to said content. Artificially increasing the amount of time someone spends doing nearly the exact same things over and over again to get their food pellet does not mean you get any more food pellets in the two games. I never experienced more content, just more time spent getting at said content.
There are advantages to both models, and more content *could* be a function of the pay to play, but in my experience with MMOs, it's not. They increase the grind to move through what story there is, they throw one farming quest after another in your way. When you get to what could conceivably call the end they make you go through one tier of elite dungeons that take hours each, require large groups of people to coordinate everything, and one wipe can guarantee you won't finish, and if you do finish, only a few of the people will actually get anything worth having, so they have to turn around and do it again, and again, and again.
Take your GWEN comments, they're exactly why I think for a class of casual gamer that GW wins out in the game model. If it were WoW, for example, you'd have to max out the Norn Title Track before you could move on past the initial allies quest and they'd have a series of two or three dungeons in each of the three quest branches that required 20 man teams and four dozen runs each to move to the next one. The overall content wouldn't be different at all, they'd just make more work out of it. With GWEN, it's your call, spend a day running through just the main quests, or work on some new titles and collect some more elite armor. Basically you seem to be critiquing GW's game and sales model design specifically because it makes the time sinks purely optional to experiencing the monsters, the dungeons, the scenery, the heros, the storylines, etc. and praising game design that doesn't serve up any more actual content and winds up locking out whole reams of players from ever seeing more than a subset of what's there due to the time required to get to much of. For some players, sure, I can see the appeal of knowing you'll either have to work your butt off or never see a tier 8 Graznar's Orb of Death and Resurrection that only drops once out of a hundred runs of the toughest dungeon in all the land, but for others, it's just a game they play when they're done getting the kids in bed and they've got to be up at 6AM to get to work again.
If you don't like the GW game design philosophy, there's plenty of games out there that are plenty happy to take your money and your time. Personally, I'm really glad I found something that lets me get my game fix without the unnecessary hurdles to play.