There is nothing magical about GW2’s persistence compared to GW1 in terms of game design. Take a city center and put mobs in it you can kill and you have the open world areas. Dungeons are still instanced. Want to remove heroes/henchmen from open world? That’s fine, nothing there requires a party outside of group events which don’t require a pre-made party to begin with.
In every way that’s crucially important, GW1 was an MMO. Your character persisted. You could trade with other players with that persistent character and know that their character was persisted under the same rules as yours. You could see many players in a city and interact with them.
I’m not really advocating for a second profession per character though, easy enough to live without that, but it will be nice to see a new set of abilities released per class and much better balance in terms of group utility in PvE/PvP OR the return of henchmen so you can get rid of the need to be optimal rather than just viable.
Being “niche” funded a massive company that was able to fund development of GW2 over several years. Solving skill bloat, balance issues and new user overload can all be done while still incorporating things that made GW1 unique and incredible.
One of the major differences between Guild Wars 1 and Guild Wars 2 as far as being an MMO has to do with the composition of parties in the open world.
You simply can’t have tons of parties in the open world comprised of healers and rits and necros with minions, because stuff respawns and people solo without heroes. That alone makes the game significantly different. But there are other issues too.
Guild Wars 1 never had to deal with the challenges of having a hundred players on the screen at the same time in combat. There is no combat in outposts. The most players you had together at one time would have been 24 in a relatively big map in Alliance battles, or 12 in PvE in the Deep or Urgoz’s Warren.
So where condition damage stacking wasn’t quite as a big a deal in Guild Wars 1, here it’s quite negative, particularly in large events.
As for dungeons, it’s true instances are instances, but Anet has never focused on dungeons per se…and they still don’t. There are 8 dungeons and 1500 dynamic events over 26 zones. I’m pretty sure Anet is more focused on the open world than dugeons, one of the reasons I like this game.
At any rate, a game of this scope requires a bigger budget, which means niche won’t work. That is to say, making the game bigger with more updates requires funding and funding requires people. A niche game was never going to be in the cards for Guild Wars 2. And to appeal to the masses you have to make compromises.
The stuff Guild Wars 1 got away with 8 years ago, it would have never gotten away with in today’s climate. There’s far more competition, far more free to play games, far more expectation from multiplayer games.