Guild Wars' story-orientated approach I found to be much more engaging
I agree with you here - I've tried daoc, lotro, aoc and gw, and I found GW's "mission" based approach enticing. I loved the skill system, how you have to build a set of 7 skills to take with you (from a much larger available set) which meant you'd spend time out of the game thinking about (or googling for) possible kickass combinations to try out next time you play.
The game never punishes you for experimenting, lets you travel anywhere you've been before instantly - it's a liberating feeling. Compare that with endless horse travel in lotro.
Ultimately, my friends rejected GW due to the lack of a z-axis (no jumping and not being able to run down small hills) and the "unsolid" feel to player movement (possibly due to lag to Australia?)
Which was a shame, cause I played through the rest of the prophecies campaign by myself and with random people online (joined a guild) and was richly rewarded for it.
GW2 is definately worth keeping track of!
Side note: Nightfall is a definitely a "richer", more polished, less generic campaign than Prophecies (though I really enjoyed prophecies after say the first third of the game). I'd recommend starting with Nightfall.
This comment was edited on Apr 22, 2009, 17:56.