Originally Posted by
Atlanteax
I have not yet had the opportunity to try the explorable modes for the dungeons yet. I can imagine them being significantly more challenging for most players considering that there is no 'Tank' or 'Healer' roles in GW2, and it will predominantly involve all 5 players coordinating well together to successfully get thru.
I pugged AC storymode, and it was a clusterfark ... but an organized guild run through was a much more polished experience.
I'd say that if an organized group of 5 (presumably all guild, or 5 people who are well-acquainted with each other and can communicate on ventrilo) can get thru explorer mode, then it is probably designed correctly.
Since ArenaNet's $revenue model does not factor in monthly subscriptions, they do not really need to appeal to the casual gamers (who are probably a good portion of the current GW2 population), as the GW2 game-design is centered around the dedicated player that will stick with GW2 and learn how to work through the challenges of explorer-mode, and presumably build a cooperative community to get thru such content. Also, with them being dedicated players, they'll be utilizing the cash-shop which will help support the game.
However, 'Nerfs' to explorer-mode may be required if such dedicated players (who are adhering to a more genuine sense of cooperative play than pug-ing in general) struggle to get thru explorer mode content, and it risks discouraging them from continue to play themselves.
ArenaNet has already gotten its $60 from casual players, and there is undoubtedly enough *content* for them from L0 to L80 with the storymode for all of the dungeons, and the server-based-PvP (that is a lot of gaming hours to get through it all, just the first time around).
Other games like WoW & Rift have a higher standard to meet for casual players as they must be able to keep them *engaged* on a month-to-month basis to maintain their subscription-based $revenue model.