afroebob said:
This is a serious question, what is supposed to make Guild Wars 2 different from generic MMOs (Everquest, WoW, The Old Republic, etc). I watched a few videos and the combat seems to be the same as most MMOs, so I don't really see that as a valid argument. I don't know if there is something I'm not seeing or if there is more to it than that, but if you know what it is then speak up. After years of WoW I need a new MMO and if this is as good as its hyped up to be than I'm all in.
P.S. a one time payment is not what I'm talking about. Just want to throw that out before I get a half dozen posts saying you don't have to sell your kidney on the black market to pay for it.
The tone of this post sounds a tad confrontational, like you're spoiling for a debate, so I'm hesitant to weigh in here, but I'll give it a shot.
1. Fully voiced storyline. Only seen in two other MMOs to date (TOR, TSW). GW2 is probably the weakest of the three in this regard.
2. Public questing/dynamic events. Only seen in a few other MMOs to date (WAR, Rift). Done better and more seamlessly here than in either.
3. Dynamic level scaling helps prevent content obsolescence. Areas and enemies no longer "go grey", and the entire game world stays viable as a questing area at level 80. Prevents the "pyramid of content" where end game shrinks to a tiny handful of zones.
4. No raiding. Not unique to the genre, but rare for a theme park MMO.
5. No mob tagging/experience sharing. Damage the mob? You get full xp and a full share of loot.
6. You share buffs/auras etc with everyone, not just group members.
7. No "gear grind". Gear plateaus at level 80.
8. All scenario based PvP scales you to level 80 and gives you access to all your abilities, and puts everyone in matching gear. 100% skill based.
9. 3 faction open world PvP with keep sieges, as previously seen in DAoC.
10. No self-rooting. Virtually all abilities can be cast/fired while moving.
11. No holy trinity of tank/healer/DPS. There are no aggro control mechanics, and all classes can self-heal. Damage mitigation is achieved through control, kiting, and dodging.
Off the top of my head, those are the major features that distinguish it from the recent generation of MMOs. It's closest contemporary is Rift, but it has heavy influences from WoW and DAoC as well. It is an evolutionary rather than a revolutionary MMO, but it is probably the most progressive MMO on the market in terms of design.
It offers the largest dollop of launch day content since WoW, and probably the most detailed and dense world as well. It's the most rewarding exploration game since Everquest. It is also probably the most promising PvP MMO since DAoC. It is NOT an MMO for the hardcore PvE raid set, however. And if you loathe pressing buttons to activate abilities, you're better off waiting for Planetside 2.