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Originally Posted by Phades
The genre that inspired the term mmorpg invovled a bit more than having multiple people running around and gaining levels. One of the big differences is the persisting world that they exist in. GW does not have a persisting world outside of the towns and each district is treated like a seperate server by comparison.
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This is a quantitative, not a qualitative difference. The "true" MMORPGs also have both instanced and persistent content, the difference is just the relative balance.
Also, GW _is_ massively multiplayer, it's online, and it's an RPG. That, to me, suggest it's a MMORPG.
The subdivision into districts is if anything less restricting than the watertight subdivision into servers the "true" MMORPGs have, as you can move between districts at will.
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I would not, however, begin to describe those types games as action or adventure style games due to the pace of the game and the focus on the character development or world progression. GW on the other hand fits better into those types of catagories, due to the largely available quick and easy solo play for pve and the non-persisting effect of the actions the character has on the world around it.
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Again, I see no difference. In EQ2 I could kill an Orc boss, then all I had to do was wait two minutes and kill him again. Or, more often, have someone else steal my kill. The world was completely static.
In GW at least *some* things do change. Not only pre/post searing, but also quest bosses disappear - you only have to lift the siege of Piken Square once, for instance.
Also, FWIW, I'm told WoW is highly soloable, even more so than Guildwars.
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Typically this is why some have frowned on the console based rpgs due to how inflexible they are, but the popularity usually revolves around the combat system, story telling, and the pace of the game for consoles.
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The only RPG I've played which had as wide latitude in which order to do things, and as weakly railroaded story, as Guildwars, was Morrowind.
Pretty much all PC RPG's are very linear; the IMO best cRPG ever, Planescape: Torment, is linear as Autobahn, and the same goes for e.g. KOTOR. Not incidentally both KOTOR and PS:T have very strong storylines.
Linearity means ability to tell a story. Morrowind and Guildwars both have unusually weak storylines, and consequently an unusually high degree of flexibility. I mean, you can even completely bypass the central event which takes place late in the game, that is surely not linearity.
I do frown on traditional japanese console-style RPG's, but for their illogical and bizarrely convoluted stories (which I, frankly, tend to find childish), the generally very poor controls, and that I simply don't like manga.