I've seen a couple people to this point talking about how LFG Queues and easy dungeons "ruined" communities within MMOs of the past, and the more I think about this, the more I think it's a misguided notion. In fact, I think that the opposite is actually quite true: easier dungeons lead to a larger and more vibrant community. Here's why. 1. Dungeons Encourage People to Play Together. In today's MMO world, questing is the primary means of traversing the world below a game's level cap, and questing tends to be nearly exclusively a solo activity. This is a good thing; it means that people who don't have multiple consecutive hours to contribute to a game at any given point can still log in and grow their character. Dungeon accessibility creates opportunities for players to play with one another. When dungeons grow more difficult fewer players tend to run them, providing fewer opportunities for players to be introduced to one another. A world with no group content is one inhabited by players playing alongside one another, not with one another; that group content can be provided in other formats like group quests or world bosses, but instanced small group content has proven to be the most effective way to keep players playing together and eliminate the problems that can come with open world group content, like spawn camping or player griefing. 2. Dungeon Queues Provide Discoverability. A player leveling through their 30's in Vanilla World of Warcraft may never have heard of Scarlet Monastery -- perhaps the best five man content in the game -- if they were just a little unlucky. By encouraging groups to run random dungeons at a given level range, it makes sure that all of the created five man content is consumed by large chunks of the player base, instead of relying on pure luck and hoping that players discover your content. 3. Dungeons are not end-game content. Dungeons in fact can be elder game content; it's very possible for there to be many varied dungeons that are designed to be run by players at the level cap. However, most MMOs (and Wildstar in particular) do not treat small group PVE content as a targeted "end game" activity -- that kind of description is usually reserved for things like Raiding, PVP or the yet to be unveiled solo path. Small group PVE is necessarily a stepping stone -- and it's a good one -- to larger things. Small group content provide the ability for players who spent most or all of their time soloing to the level cap to adjust to playing in a group setting. Small group content provides somewhere for players to learn about tanking and healing and aggro management, all skills that are much more difficult to teach to someone playing on their own. 4. Raid Groups will need a steady stream of players to fill out their raids. I've touched on this prior, but I truly believe that the problems with more insulated communities that many posters attribute to the LFG queue system introduced in WotLK were actually present earlier during that expansion. I believe that the true culprit of the community stagnation present during WotLK was due to the switch to viable 10 man raid sizes; because guilds with only twelve or so players could suddenly run their own raid groups, WotLK created a scenario where there was a very limited need to replace raider turnover -- in a group of ten, players don't leave very often, so there's no need for new raiders. Wildstar isn't going to have this problem. In groups of 40, players leave all the time, meaning that there will be a constant need for fresh blood to be infused into raiding guilds. Those who don't remember the days of 40 man raids may not recall that when you're running a 40 man raid, the individual gear level of a particular player isn't that important. When you've got two healers, you need to make sure that they're well enough equipped to handle the content you're about to tackle. When you're adding your ninth healer to the raid, their gear level isn't the kind of thing that's going to come under as much scrutiny. What does that mean? It means that 40 man raid groups will be inviting new players to their raids all the time. In many instances, some of these players are going to hit the level cap a few hours before a raid and have a piece or even a couple pieces of gear that outclass anything available in a five man group by the time the raid is finished (this depends on a number of factors, but experienced 40 man raiders can tell you just how common it is). If dungeons are made too difficult, it's likely that players will simply start skipping them; if it's less work to sit on the bench of a raid guild until you get a spot on farm night and hope for a couple epic drops, many players are going to do that. As someone who's led raid guilds in the past, I'd much rather have small group content capable of providing most of the necessary gear to bring a new player near to the median of our raid group outside of raid time. Hard dungeon content diminishes the count of nearly-ready raid candidates available to raid leaders when they're trying to replace turnover -- and unfortunately, because the two environments are so much different, it's essentially impossible to expect a player to learn to raid in a small group environment. In the end, accessible group content is better for anyone who wishes to actually participate in group content on the regular. Carbine should be in the business of regularly working to knock down barriers to entry to whatever they view as the "most important" parts of the game. Carbine doesn't want to make the dungeons too easy -- a challenge is still important in bringing players back to the game, but the important part is to understand which parts are challenge and which parts are simply filler. Intelligently designing the system to make sure that the challenge is at an appropriate level, removing the filler and encouraging social mobility within a particular community are the keys both to a healthy community and to enjoyable group content.