This is my opinion on how GW1 was highly replayable without the need for “progression” and grind. Also why max-stat gear for cheap is better than expensive gear. TLDR: Read the headers in bold.
Collectible Card Game-Style Skills
Two professions, each with an average of a hundred skills. Although the metagame, with the best combination of skills, greatly limited the number of optimal builds, there was always room for flexibility and wacky builds. You could play around a lot with the skill bar, and this kept the game fresh and replayable.
Extreme Build Variants
Your secondary profession, your weapon choice, the attributes you invested in (usually specialized in two or three instead of spread out), the skills you chose—your gameplay had the potential to differ greatly from build to build. The Necromancer, for example, could specialize in minions, curses, direct blood damage or party-wide enchantments, just to name a few. Each of these builds felt extremely different, and within ONE primary profession you had a lot of replayability.
Flexibility to Re-Build, Re-Gear, Experiment
Instead of reducing the sense of progression, easily attainable gear actually made you invest more into each character and made things replayable. Today you might want to try a Hammer Warrior, tomorrow you might want to try an Axe Warrior. It’s cheap to go from one to the other, so you experiment. Max stat weapons, armors, runes, all the upgrade components are fairly affordable, so you can re-gear easily. Each time you change your gear, the gameplay changes, and you have the motivation to replay. GW2, on the other hand, has relatively higher-priced exotic gear, sigils and runes. The barrier to experiment is much higher.
Game-Changing Elite Skills
Elite skills were very often the heart of every skill bar. (Admittedly, they were also the heart of the metagame and a lot balance problems.) Elite skills changed the way you played completely. A Ranger bow skill that inflicted a long burning versus one that interrupts on a very short cooldown? Or how about a skill that increases the damage of each arrow significantly? Each elite skill (and there were many) changed everything about your gameplay.
Different Builds for Different Purposes
This is about the metagame. In the metagame, for maximum efficiency, your farming build differed totally from your missions build different totally from your exploration build. True, some were gimmicky, but they were different. And that kept your character and gameplay fresh through the different things you do.
The Synergy of Build and Gear Flexibility
So with the possibility of multiple builds (even with the metagame, there were still many viable builds), the use of different builds for different situations and activities, the ease of re-gearing and experimentation, and vastly different gameplay depending on build and gear, it all came together to keep things novel and replayable.
And that is how, in my opinion, GW1 was replayable without resorting to grind. There are very significant design differences between GW1 and GW2. Maybe this is why GW2 can’t do without having “progression”, because the game isn’t designed to be replay-sustainable with static gear tiers like GW1 was.
Edit: Of course, this all hinges on you enjoying trying out different builds and gears, in a way, assembling different “decks”. Perhaps a better title would be GW1: Replayable without Grind through Variability. Naturally, GW1 game design isn’t the answer that would fit everyone, but it’s a way cheap, static gear tiers worked.
(edited by axiology.5807)