Excerpt: Guild Wars 2 changes the accepted rules of the MMO genre in a way that moves it forward. Not in its major content or mechanics, but in the small changes. How ArenaNet manages additional content will really decide how well this game will grow going forward.
Pros: Refreshing new ideas for the genre, rewards co-operation without requiring it.
Cons: Still feels a bit repetitive over long periods.
Conclusion: If you have been playing online role-playing games for several years, then Guild Wars 2 will feel like a refreshing trip to a different world. Gone are the tedious bits of grinding, cookie-cutter quests, lackluster world-building and generic high-fantasy concepts that have plagued so many other game’s in this genre.
Conclusion: In reality, Guild Wars 2 will likely only get better in the coming weeks and months whilst players settle in, features mature and the long-term content plans reveal themselves. It’s not often you can say that about any MMO in this day and age, and even if this is one of the final death rattles for the template we’ve come to know and love over the past decade or more, what a hell of a way it would be to say goodbye.
Excerpt: One of my most common reactions while playing Guild Wars 2 is, “Well, heck, why didn’t games do it like this before?” There are all sorts of answers to that question, including the fact that some games did do it like this before (the MMO aficionado might recognize elements of Dark Age of Camelot, Rift, Eve Online, and Guild Wars 1).
Excerpt: The first few hours of Guild Wars 2 are going to confuse you, but it’s not because the game is actually confusing. Guild Wars 2 is similar enough to other massively-multiplayer online games to lull you into a false sense of familiarity, which becomes problematic when things diverge--fairly quickly--into unfamiliar territory.
Pros: The dynamic event system, Action-based combat, The lack of a monthly fee
Cons: A steep learning curve, Bugs and glitches, Random missing features
Excerpt: MMORPGs have been in a rut for years, but with dominant games like World of Warcraft running for so long without any core changes to how they play, sometimes it's hard to notice that just how stagnant the genre has been. In some ways, it's simple: when the primary source of profit is monthly fees, developers do what's required, and sometimes little more, to get the largest number of people paying that fee for as long as possible.