The very fact that GW2 is not like WoW and many other MMos in terms of game mechanics is, as it was with the prequel, exactly why I played GW1 from its Prophecies launch, on through all the expansions, right up to the present (since it too is still a good game). I will probably do the same with GW2 for that reason too. That is of course not what everyone will do, and not everyone will like GW as much as some people do, but there you go. Speaking from personal experience, if you like the concept, it has enough mileage for literally years of gameplay.
However, if someone prefers the kind of game concept that WoW offers, and that is what floats their personal boat, then good luck to them, I’m glad there is a game to suit what they prefer; it isn’t my preference, but each to their own. So it is important to note if the traditional WoW MMO mechanic is a person’s preference, then GW is almost certainly not going to fit their preferred parameters for how a game is at its core. From the very outset Arenanet determined to plough their own furrow and be different.
Thus Guild Wars is about exploring the choices you are presented with, employing thoughtful, creative and cooperative gameplay, all coupled with careful selection of your skill choices, rather than defined ‘trinity’ of player types. It is not – and never really was even in GW1 where there was a Monk – about totally clear-cut roles, nor about getting the best gear in order that you can ‘pwn’ other people who have not got that gear.
Frankly, I’m amazed that the core concept is still eluding some people, particularly given that even the whole PVE character storyline is written around the concept of bands of people teaming up with what they’ve got, cooperating in order to defeat a common enemy; i.e. short of having flashing neon signs all over the scenery, the concept could not have been made more obvious to anyone who has even come close to completing at least part of the storyline, because the storyline itself is in fact a parable of how and why you play the game. In others words, GW is about ‘We, We, We!’ rather than ‘Me, Me, Me!’
As far as traditional endgames and content are concerned, anyone who played the original GW will be aware that the game is about trying all the characters (which will take even a dedicated player a long time) and by the time one has done that, being in good shape for the expansions that are forthcoming, where if previous history is anything to go by, there will not only be new terrain and stories, but also new character types to experiment with. Thus giving players who do like the mechanics, more of what they like.
In the original GW, the mechanics of the concept were limited by the physical capabilities of internet connection speeds and what computers could handle graphically, these limitations necessitating the use of smaller group sizes and employing instances and NPC allies in order to steer around such physical boundaries. With the advent of better computing horsepower, the concept has been driven forward to make the notion more player-oriented, but it is still the same cooperative concept at heart, and if you didn’t like it in GW1, then you won’t like it in GW2 unless you get into the idea that this is.
It never was intended to be like other MMOs and that’s just the way it is, and you are either going to like that, or you aren’t. But that is the game, and that is how it works.
Al