Originally, it was a 'that looks interesting' game in the shop - I hadn't heard about it before. What sold me on it originally:
* No monthly fee. The only program I've ever paid monthly fees for has been cedega - that's only $5 per month, and enables *several* games to be played , so it's not for just one game. And it's one where the updates are essential to keep up with the ability to play newer games, so it's been a worthwhile service. Paying 3-4 times that for a single game...not something I've been willing to do - especially if I'm unsure whether I'll have enough time to actually get "my money's worth" of gameplay.
* Screenshots/the box was pretty - I prefer the 'more real/lifelike' style of Guild Wars to the cartoony style used in WoW and many other MMOs.
* The (special edition) box was at 1/2 price at a sale - which meant that I wasn't going to lose much if I didn't like it, or couldn't keep up with it - I liked playing RPGs, and suck at FPS or other games that require 'twitch' responses.
* The ability to play with other people co-operatively. I'm not that interested in PvP - again, more to do with my reflexes not being fast enough than anything else.
What almost made me not buy it:
* I was used to being able to pause the game, think through a situation, plan a response, and then go with it. NWN 1 was really good for letting you queue up a list of actions while paused
What struck me as incredibly cool (some that I hadn't seen elsewhere) when I first tried it:
* Loot was
assigned to players - no more arguments/fights/disappointment when everyone wanted the same cool drop! And gold was automatically shared equally. Instead, if someone got a good drop, I was cheering for them - knowing that my turn would come another time.
* Presearing was beautiful - I loved the scenery. I also loved the music.
* Monsters were
different - they were not the same "orc/elf" stuff that I'd seen everywhere else. There was some originality, which is not something that seems to happen very often
* Death was non-permanent, and had no long-term effects (Survivor title didn't exist then - but that's still the only long-term effect of death now). I could try something, screw it up completely, and NOT be permanently damaged by it. I didn't even lose gold, XP, or have someone else rob my corpse - nor have to find my corpse to get everything back.
* The instances for explorable areas - I didn't have to compete with other players to get a chance to kill monsters & collect stuff.
* It ran (pretty well too) in cedega - I could play in linux! Which was good, because it was rare that I rebooted out of linux much at the time
What almost lead me to abandon it (I did for about 6 months):
* I hit the "Across the Wall" quest that
forces you to team up with someone, thought the rest of the game would be the same, didn't realise that the quest was non-essential (I thought you had to complete all the Presearing quests before it'd let you move to the next area), didn't know that there would be henchies after leaving presearing, and I didn't know anyone...I got too shy to ask for someone to help me with the quest. While I liked having the ability to play with people, I found I couldn't ask people I didn't know to join me!
What keeps me coming back:
* Introduced my husband to GW - we frequently play together. I'm much more of a gamer than he is...but if we haven't played for several days (usually 'cause I've been playing something else for a bit), he starts suggesting that it'd be good to play again...and Guild Wars is the
only game he's
ever done that with.
* Family & friends in Guild - when they decided to start the guild is when I came back.
* I still think the scenery is beautiful.
* Weekend events.
* Trying out new skill sets for myself (I have the quest for UB, but never completed it - I'm enjoying vanquishing
without it for my first time).
* While immediate reactions are required, there's a limited number of reactions - it means that I can keep up and do well without having to have twitch reflexes.
* Being able to change my attribute points to whatever I want (and hence my skill bar) - I was glad that in the 6 month period where I'd walked away initially that ANet had changed from attribute refund points to being able to change them freely
* Still finding new and interesting ways to solve issues...
* I love bombing clumps of enemies with volley+splinter
* It's a bloody good way to release the frustrations from the day, after tons of phone calls, interruptions, changes to what I need to do, etc - I can get home and blow monsters up!
* Still lots of stuff I've never done - I've completed all 3 campaigns and GWEN's mission-quests on one character...but I've got a ton of mapping, vanquishing, & hm missions left, I've only ever completed the FoW - haven't even entered some of the other elite areas, I haven't done most of the dungeons in GWEN, I've still got lots of quests to do, etc.
GW has a lovely mix of short-term goals and long-term play - we can log in and decide that we just want to spend 20 minutes getting a character from one town to another for the first time & do a couple of quests on the way, plan a long day vanquishing from ToA right through to Ascalon, or just about anything in between. Doesn't mean we don't get bored with GW sometime (usually after getting our butts kicked badly) but we rarely leave it for more than a few weeks before coming back (and trying a new tactic against those who trounced us last time).