Remerik said:
And WTH Elate, how are the mechanics Wow'ish? have you even seen the game in action. You should know what you are talking about before saying such things, your making yourself look stupid. Guess you cant help it though since you are obviously a victim of the GW2 hype and i bet you dont know that game is shit

(i've played it)
Yeah, what he said! Clearly he knows what he's talking about. His superb spelling and grammar has convinced me of this fact! Besides, he claims to have played GW2, and obviously if he's played GW2, he can tell us all about his experience and name off all of the beta weekend event finales in order. So let's hear it, what were they?
....you don't know, do you? Because you never played Guild Wars 2, have you? Yeah, that's what I thought.
But you had a fair point and one worth mentioning. You can't judge a game without having seen it in action! So let's do just that. Let's compare the "shitty" GW2 to The Secret World.
Notice a difference? I sure do. The second one was actually exciting.
Okay, I'll be fair, the first one's gameplay wasn't that bad either. But it's hard for someone like me to find the former more impressive than the latter. But enough of that. I should judge the games on their merits. Alright. Let's run down the list of basic mechanics that both games use.
TSW:
[1] Initial round of gameplay is exactly the same for all groups.
[2] Game features a standard skill bar with 7 skills. Skills appear to differ primarily by weapon, and unlock as you use the weapon more.
[3] Movement is permitted in combat. Player appears to be able to tank out enemies to some degree, though movement is encouraged.
[4] Quests are started through standard flavored screens of text. Quests typically feature standard MMO structure, i.e "kill X zombies" or "collect X items from zombies".
[5] The number of quests a player can work towards at any given time are limited to seven (IIRC).
GW2:
[1] Opening sequence of gameplay, starting zone, etc all differ by race.
[2] Game features a standard skill bar with six slots open and four unlockable. Skills in the first five slots differ by weapon, and unlock as you use the weapon more. Additional slots are unlocked throughout the game which provide the player with alternative strategies based on profession and race, and the unlocking of various weapon swapping mechanics on all professions allow the player to change their strategy in the middle of combat without any difficulties.
[3] Movement is permitted in combat. Game is designed around action-adventure style combat, encouraging the player to move and dodge on a regular basis to avoid large (potentially lethal) attacks.
[4] Quests can be started automatically simply by entering the area where the quest is taking place, or by talking to wandering "recruiter" NPCs who try to inform players of what's happening in the world. Quests range from killing monsters to collecting items to feeding cows to plugging leaks in a dam, and so on, though most of them retain similar functionality to a standard MMO, i.e. "do this task X times", throughout the game. However, some quests (called "renowned hearts" or "hearts" by some) feature multiple methods of completing the quest which all contribute to the completion bar.
[5] Since quests are based on region rather than being selected with text screens, there is no maximum number of quests that can be undertaken at once. The only limit is the number of quests in your area.
Now let's be honest for a second: which of those sounds more like WoW to you? I'm not about to claim that GW2 is the "revolution" people want it to be, but TSW shares a hell of a lot more with WoW than you want to admit. And the things it doesn't share with WoW, it shares with GW2....yet TSW is a subscription game and GW2 is a purchase-based game (buy once, play forever, like most non-MMOs function).