It's pretty funny to me how you talk about any aspect of the budget of this MMO like you (or any other player) has a even the slightest idea about how much raids cost to produce. The only thing we have had to go on has been the developers saying the Raid team is pretty small. Unfortunately, many players reject that assertion since they obviously know better than the employees who work at that company. I guess it's because it doesn't fit so neatly into this narrative of how raids are consuming the development time of everyone at ArenaNet. There's many financial reasons to keep raids going. (I'd like to point out this isn't proof of anything; just things to consider) For example, if they had data about raiders and how much money they spend on average, a producer can use that to argue for the existence of their content. They can use statics like the amount of consumables, crafting materials (Legendary Armor) and gold sunk into raiding from the vendors or the activity generated on the Trading Post due to raids. Ever wonder why Big Ticket items like Ghostly Infusions or Dhuum's Throne can go up on the Trading Post? Sure, the raiders make money but it I bet it's because a transaction like that destroys quite a bit of gold from the economy due to the TP cost. (I wouldn't be surprised if people busted out their Credit Cards for them too) Finally, you can point to how "engaged" players are with raiding insofar that they continue to log on weekly and thus can be targeted by micro-transactions on the Gem Store more often than someone who logs on once every six months for an episode of Living World. If you're really going to go on about what is truly economical, MMOs in general are a massive risk compared to the mobile market. You'd make way more money training 15 designers to product mobile games rather than having them craft any aspect of this MMO.