It's up to the game designers to be offended by outside resources and collaboration to then design or change the game systems. If there are guides on where to mine Orichalcum on a streamlined path in GW2's zombieland, it's up to ANet to move or change the spawns. Either cycle preset spawn-maps to move locations around, or deliberately remove or add spawns to the existing map, or completely change the material from Orr to another zone where it typically isn't expected like Mount Maelstrom. As the players adapt and change their famring routines, change it again. When you have certain elements made static or routine, they are subject to categorization and filing into systems for gathering, systems for tracking, systems for economic exploitation, etc. I'm not saying everything has to be updated minute-to-minute by game masters, but people are going to "theme park" things like ore or crafting recipes if they aren't livened up by the touch a Dungeon Master would do in a regular pen & paper adventure. Oh, you were about to craft a perfect chestplate for yourself? Well a bunch of ettins just rampaged thru here and stole all the smithing anvils! You can't! Do you go on a quest to get them back and make sure your town isn't sacked again so you have conveniences, or go somewhere else to try and craft? That's the sort of dynamic and interesting content that I think developers want either conciously or unconciously, but can't necessarily deliver with so many automated, static themepark elements.