Quote:
Originally Posted by ZenMonkey
Interesting points but doesn’t MMRPG the first M for Massive imply that a large group of players have to work together to meet a certain goal? <snip>
IMHO to make an mmrpg an mmrpg you either need to include stuff that takes a large group effort to unlock certain areas (the war effort in wow for instance) or have some kind of pvp function. There has to be some kind of large interaction between players.
Otherwise it’s an MRPG.
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By this definition GW is massive, because giantic numbers of players are fighting for favor to unlock areas for their region. Factions seems to take this interaction even further.
I tend to ignore the ANet marketing speak. Of course they want to coin a new term (CORPG) to avoid stupid comparisons with existing MMOs.
In WoW (except for the AC event) battlefields are meaningless. You farm rank like other people farm items, but this doesn't change the world at all. [like for example unlocking an outpost in the contested territories would, if you keep winning the regions BF]. There are world events and world named bosses which 'could' be included in GWs instanced system, if design deems them desirable.
Its interesting that in a similar discussion in riverside (the "game world" thread), we were more concerned about the "persistent" part of wiki's MMORPG definition. I argued that the world as a whole is persistent (because prices, favours, rankings persisted) even though every zone is instanced. Its even more massive that WoW, as WoW has countless world instances (servers), and I can't interact across server borders.
The actual distinction is then, how many people should be able to interact at once? Ok, in WoW I can have the AQ event with hundreds of players from both factions in a big communion. X-roads or Tarrens Mill raids with dozends of players. [I remember halloween events in UO, with ghosts and undead raiding the save city zones, those were the days

]
But then in practice my computer goes catatonic because he can't handle the number of objects and effects. In WoW the usual group size is five which is all a casual player ever needs. Computers with less than 1 MB may stutter horribly when entering the main cities (like 20 frames per minute or less...)
So the question of which game is more massive is academic (though interesting, I admit). In GW 100 players can interact at the same time, but only in settlements (removing equippment and effects for performance), and I can meet anyone playing GW ingame. In WoW I must be on the same server to interact with someone, but then I can have 40 player raids and hundreds of players fighting at the same time (which my comp can't handle).
As mentioned above I see instancing as a technical (and design) detail to reduce grieving and improve performance, not genre defining.
@Mordakai:
WoW is actually two different games in one. Leveling up is casual, because leveling contains the reward in itself and there are lots of motivating quests. No need to ever group with more than 1 or 2 people. Also you don't bother with equipment too much because it gets obsolete fast.
When you hit 60 and the EP bar stops moving, you basicaly start throwing time at items or ranks (aka grinding). This is where the game gets hardcore for most players, because the best rewards can only be gained withing huge, organized, effective groups. When you just hit 60 you're not competitive because you don't have the items that incredibly increase your char's performance. And the roleplay part is also, erm, negligible for most players, even on dedicated RP servers.