DarkSign said:
First of all, Guild Wars IS an MMORPG. Multiple parts of the world will exist persistently...as will the characters.
Sorry, Ex you are wrong on this one.
It just looks to me like you misread the articles and made a wrong assumption based on what you read. Listen, I've been playing the game for months now so I know what the hell I'm talking about.
No part of the world exists persistently for everyone at any given time. The game world changes according to what your character experiences and the quests your character completes.
For instance when you enter the game and go through the first town, and first wilderness areas, everything is fine and dandy and the kingdom is at peace. As soon as you 'join the army' you'll learn that war is approaching and do your first instanced quest. Upon doing so, all of the previous areas you visited will be replaced by a new, war-torn zone as an aftermath to the war. Whereas players (and characters) who haven't progressed to this stage will still be in the happy fun kingdom. This, however is just an example of one of the larger scale changes you'll see in the game.
On a smaller scale, completing a quest in one wilderness area will mean that if you re-enter this area in the future, it will reflect your actions, so if you killed a bunch of bandits you might see them hanging on on a noose. Any players who join you to this wilderness area will see the same thing. Now, if one of these players were to enter the wilderness area by himself, he will still have to face the bandits, and he won't see them on the gallows until after he completes the quest.
Every area in the game is INSTANCED. There are no persistent zones whatsoever so the actions of one player will NOT affect the world for everybody else. What he experiences is his own personal game, much like a single player game.
Towns are just lobbies.
The size of the servers and the number of people playing the game is different from CounterStrike...and the RPG sets it apart as well.
The game is not split into servers, nor shards, nor realms. The game consists of one giant network, the same as Battle.net. Players enter lobbies to perform instanced missions with other players or with AI henchmen. Instanced missions allow for 2-8 players and NO OTHER PARTY IS IN THE INSTANCED MISSION, ONLY YOURS. Wilderness areas are the same. 500 players can enter a wilderness area but they will not see each other. The game is completely instanced for each of these 500 players. Parties, as I said, are limited, so a few players (this depends on the area) may share an instance.
There are no 'hunting zones' where 500 players are attacking monsters.
There is no massively multiplayer gameplay.
Guild Wars is not an MMO. 8 players does not constitute massively multiplayer.