You apparently do not know what quality means, because while you first say that quality does not enter the equation, you - in the very next sentence - dismiss the grind on grounds of quality. But you are wrong in doing so, since grind (read Sinful01's definition of it) has nothing to do with spending time. "Quick" just talks about the quantity of grind. In other words, grind can be quick.
I know what quality means, thank you. As I said, quality doesn't enter the equation. 'Quality', 'character', 'aspect', 'attribute', 'feature', 'constitution', whatever you want to call it still doesn't enter the equation. Grinding is not quick. That was my statement before, and you've done nothing to prove otherwise aside from writing one sentence about quantity vs quality. You didn't elaborate at all, therefore it makes no sense.
Grinding is a term used in video gaming to describe the process of engaging in repetitive tasks during video games. Now the tasks themselves may be quick to do, but the overall rate of progression towards the reward? It's slow. Usually painfully slow.
Onto the actual argument itself, level 30 Fractals is hard if you have infusions. And how do you get infusions, anyway? By playing through the harder content. I can also safely say that it is harder content because a lot of people complained about the difficulty of all dungeons on release. Arenanet were prompt with their reply and said, more or less: 'good - they're meant to be hard.'
As I proved before, however, Guild Wars does not have more endgame content than Guild Wars 2 (at least, not at release). I don't really know about WoW's original endgame content because I only did one or two instances at level 80 in WoW before I got bored to tears and decided to move on. As you're measuring quantity here, you have to count what there is in both games.
Guild Wars (now):
Guild Wars 2 (now):
- Go achievement hunting (which entailed getting elite skills, getting 100% map completion, redoing all of the campaigns in hard mode and PvP).
- 7 Elite Areas (2 of which can be called 'dungeons') (including Sorrow's Furnace, Tombs, Urgoz, UW, FoW, etc.)
- 18 dungeons (which were added in Eye of the North)
- Farming/grinding for better-looking gear.
- Competing in PvP
Of course, it's unfair to compare the endgame content of Guild Wars 2 to Guild Wars 1 because Guild Wars 1 has been around since 2005. I personally wasn't there at the launch. I started playing shortly after Nightfall was released. All I know is that hard mode wasn't added to the game until April of 2007. Sorrow's Furnace wasn't added to the game until 5 months after its release. Most of the other elite areas were added in campaigns and the dungeons (excluding Sorrow's Furnace and Tombs) were added with the expansion: Eye of the North. I'm sure I don't have to write out all of the maths, but I can conclude by saying that Guild Wars 2 has more endgame content than Guild Wars 1.
- Achievement hunting (which entails 100% map completion, PvP, minigames, crafting, and more I can't remember).
- 9 Dungeons (each with 4 different paths that last just as long as one another. One could argue, therefore, that there are 36 dungeons, although it would be more as Fractals of the Mists has 9 random maps that last 15-20 minutes)
- Farming/grinding for better-looking gear.
- Competing in PvP
Your definition doesn't fit the case where they sell 'Sword of +100 power' in cash-shops.
Comparing songs to a video game is just bad. Songs are very linear, whereas games have a lot more to offer. Stopping to gather doesn't break the flow of the game because it's still part of the game. If you gathered whilst in the middle of combat, then yes, that would stop the flow of it. Your suggestion of walking over the node to gather the materials also provides no immersion whatsoever. People like to be immersed in the game world.
I'm not saying that there's a 100% chance that the person levelling up will come across the DE - I'm just saying that they're more likely to come across the dynamic events because they stick around for the chain events to get exp, money and karma. Therefore they're more likely to experience more content than the level 80 hopping around to the areas he wants to.
Clearly you didn't read my sentence. I said that it provides a sense of progressing. But sure, I'll write it out in simple sentences for you as you like jumping onto singular words for your arguments.
You're talking about progressing as a player - learning skills to do with the game mechanics.
I'm talking about character progression.
Both are valid forms of progression.
About Fractals: either you haven't played level 30 yet, or you are bad. I have played it and IMO it's not hard. And you "qualify" for level 30 by getting infusions in the earlier areas. By the time you reach level 30 for the first time, it'll be as hard as level 25 was when you reached level 25 for the first time. In other words, you haven't made any real progress. You're running in place.
Your list proves nothing. Also, it's incorrect (I'd call The Deep, DoA and Slaver's Exile elite areas, meaning that there's at least 8). You totally seem to ignore the fact that 9 is less than 17, or that 1 is less than 8. Above all you totally ignore that there is a single max-level world area in GW2, while even at release, half the GW1 world was max level, and currently it's far more than half, especially if you count HM.
Your "proof" isn't even a proof, but if it were, it would not even prove the thing that you say it is proving.
Also, of course, my definition (being that you pay for efficiency) would definitely cover a "Sword of +100 power" (assuming that "power" is a stat that confers efficiency in the game - it sure sounds like it).
Songs are linear... Did you ever stop to consider that the experience of playing a game is linear too? Not the execution of gameplay, but the sequence of feelings that the game evokes in you is a linear sequence. In particular with these kinds of games... You say you want to become a game designer. You should consider this carefully (the evocation of feelings being linear, I mean).
Yes, immersion is important, but the harvesting resources has no value of immersion. Imagine for a moment that you actually are immersed in the game... You actually are somewhat of a hero and you are on your way from X to Y to perform an important mission. The fate of a medium-size village or similar rests on your shoulders. And then you suddenly glimpse a pile of rocks in the corner of your eye! No longer considering your mission, you run over and laboriously pick at these rocks until some metal ore falls out. This ore will come in handy when you're crafting one of the two thousand worthless necklaces that you need to make to level up crafting until you can make equally worthless earrings instead... This is immersion to you?
Mm, you do make a point. He'll "miss out" on content that was expressly there to level up on. He'll probably consider himself lucky... There is no self-worth to simply see as many DEs as possible. Starting out at level 80 will still mean that he'll be able to seek out the ones he wants to play... Which ones would you seek out if you had that choice? If the whole world was suddenly just open to you?
None? Except the ones most rewarding, like people did with Plinx. Probably so.
Yes, I'm talking about progressing as a player. What you call character progression - just counting up numbers, how does that confer a sense of progression? Sure, in a way it's a countdown until the point where you can finally play your character as he was supposed to be played all along. But really it's just a stepwise modification of the game mechanics until you're out of steps... It's not real progress, nor even a "sense" of it if you think about it clearly enough. About as much "progress" as that your shoe size grew over the years when you were a child, but stopped as your feet stopped growing... and then claiming that that was your progress at walking, dancing, running.