Guild Wars Launches

Today marks the official launch of Guild Wars, ArenaNet's free-to-play MMORPG:
Thursday 28 April 2005/... ArenaNet®, creators of the highly anticipated online roleplaying game Guild Wars®, and NCsoft® Corporation, the world's leading developer and publisher of online computer games, today announced that Guild Wars is available at retail in Europe, North America and Australia.

Guild Wars is the ultimate global online RPG, a transporting experience that transcends the boundaries of geography, technology and language. Play with anyone, anywhere, at any time and there's no subscription fee required. Guild Wars immerses players in a colorful, robust and detailed online fantasy world where success is determined by player skill, not by the time spent playing.

"By bringing together the best elements of action, roleplaying and massively multiplayer games we have created a unique gameplay experience that appeals to casual and core players alike," Mike O'Brien, ArenaNet co-founder said. "Players throughout Europe, North America and Australia will now be able to compete in the Guild Wars world together."

Players must select eight of the more than 450 available skills to build competitive characters for each battle. Challenging gameplay forces players to use their heads and make good decisions in a brains-over-brawn battlefield. Dramatic guild challenges, tournament play and arena combat provide a unique game experience each time players log on.
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No subject
Apr 30, 2005, 09:34
89.
No subject Apr 30, 2005, 09:34
Apr 30, 2005, 09:34
 
Its really ignorant to believe that a world needs to be persistant for it to be an MMO and with out persistants, its not. Unless you are the one who coined the term, I wouldn't argue with you, but since I'm 99.9*infin sure that you didn't not create the word MMO its all open for debate. And not all areas are created on the fly, all the hubs are persistant with persistant AI doing thier job regardless if people are there are not, so just because playing areas are instance and not persistant, can we easily toss the MMO title out the window disregarding the
hubs? The hubs sound like just any other town in any other MMO. People stay chat and AFK selling goods or resting, out in the killing fields mobs are killed and respawn. Doing nothing until somebody comes by to kill them. How much different is GW by not having those mobs in the first place until it needs to create them for an adventure? You don't know that they are there until you run up to it in any other "real" mmo.

From wikipedia.org:
The boundaries between multiplayer online games and MMOGs are not always clear or obvious. Neverwinter Nights (2002) and Diablo II are usually called online role-playing games (RPGs) but are also sometimes called MMORPGs (a type of MMOG). Guild Wars has been called an MMORPG, but most of its gameplay involves small groups of players in private areas. That game's developer prefers the term "competitive online role-playing game".

Even tho at heart is a CO-RPG, it has a lot of elements that make up MMORPGs. Saying GW is not a MMO is like saying a cat with only 3 legs and no tail is not a cat because its missing a few parts. Would it be more "correct" to call it a COMMORPG, sure, but it's not wrong to just call it a MMORPG in short. Its doubtfull that CORPG is going to catch on. MMORPG in short, means any rollplaying game that is done oneline with massive ammount of players. While the players may be massive (one total server-spanning across many zones), playing against is not as battles are limited in total to 64 max (8v^2) currently.

Nit pick as you will, and i'm sure you will...

BUT WAIT: World of Warcraft has instance dungeon such as Blackrock Depths or Scholomance. SO that must mean its not a MMO!! To your logic, that's the difference between a MMO and a non MMO. /sarcasm

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