Quote Originally Posted by Ardeth View Post
I just look at games like Guild Wars 2 and wonder how so many of their competitors can't figure out how to make engaging open world content? It's always some zone away from the main world that we explore. It's never a new zone in the game that isn't instanced with a time limit. It's like the idea is either alien to them or heavily restricted by their lack of technology. I know spaghetti code and all that, but how long can you coast on that, and if that is true, then we need to find creative solutions to those problems. And make the game better.
In GW2's case it's because the overworld is the only casual content that wasn't abandoned in under a year, and its instanced content doesn't have any kind of matchmaking. The other games all focus primarily on instanced content with varying degrees of difficulty and only use the overworld for chores.