Paths, as a concept, sound amazing, and the content being developed for them also sounds amazing. I mean, how cool is it to get to explore out-of-the-way areas and discover new things, or build structures for others to use? Very! I love every bit of it... except the exclusionary choice. Is it really necessary to provide this content via a path system where one must select one of four paths? Remember, one's path makes up approximately 20% (1 / 5) of one's content. Some simple math shows that the four paths combined then make up 50% ( 4 / 8 = 1 / 2) of the game's total content. Basically, 50% of the game's total content is for every single player to experience, regardless of path, whereas the other 50% depends on one's path. This means that each character gets to fully experience at most 62.5% ( 5 / 8) of the game's total content, plus whatever bits one gets from teaming up with the other paths. Now, obviously you simply need to make four characters and you can then see 100% of the game's content - problem solved! Of course, you will see that same 50% of the content on each character, unless you change factions, in which case you will see the same 50% twice. Suddenly that solution is not so ideal. My point is that all of this content could simply be part of the game without the path system. The only reason this path system exists is to provide guided content suited to one's playstyle, but the players themselves can sort that out. If I could do all of the content the four paths provide on one character, I would not necessarily choose to. That decision is being taken from me. If I pick Soldier that is it - I am a Soldier, through and through. I could very well want the Explorer and Scientist content, too, and not the Settler content, and if I had access to all of it I would choose accordingly. It would be nice to be able to pick and choose everything I wanted. The only real positive aspect of this exclusion of content based on path is more interdependence, where because I am, say, a Scientist, I need a Settler to build something for me so I can conduct some research. This sounds all well and good, but only for so long. Has anyone ever seen what happens to pretty much every MMOG within a year or two of release? The low level areas empty, so anything that requires interdependence becomes a pain in the butt to do. It may be simple to find the paths you need at release, but later on that is simply content you will not see. As for replayability, I do not think forced replayability counts for much. If I have to make three other characters to see the other 37.5% of the game my first character was not allowed to fully experience, that is just busy work. I want to replay the game because it is so awesome (and I hope it will be), not because I must. Anyway, like I said, the content sounds great, I just feel the delivery of the content is unnecessarily restrictive and gets in the way of players truly doing what they want to, which, oddly enough, is the purported benefit of the path system!