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  • Flameseeker Chronicles: What's your golden carrot?

    by 
    Elisabeth
    Elisabeth
    04.03.2012

    On the Sunday of the most recent beta weekend for Guild Wars 2, I found myself trying to figure out precisely what incentive my friends and I might have to go through the explorable mode of dungeons before we hit level 80. The question arose, in a roundabout way, because there's not a tremendous amount of XP available (you spend more time killing fewer things), which makes sense if you're a developer trying to discourage players from entering a dungeon they have no intention of completing in order to farm experience, but it left us wondering whether we'd feel compelled to participate in explorable mode dungeons as we progressed through the game. The point of the matter is, unless you're well and truly enamored of the armor attainable through a specific dungeon's tokens, there might not be much empirical motivation to get through a repeatable dungeon. This stood out to me because so much of the game's reward structure is so clear and well-designed. Although I'll certainly never make the claim that the game will please everyone, or even that ArenaNet's fine folks are trying to please everyone, it is evident that they're building in support for a wide variety of play and reward styles.