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Originally Posted by Numa Pompilius
Obviously GW is a TEAMBASED ONLINE RPG, a TORPG.
An "action RPG" is something like Diablo or Dungeonsiege, and I frankly don't see much resemblance to GW. I don't consider GW more "action" than e.g. KOTOR or Baldurs Gate.
To be honest, after playing Everquest 2, I don't see much difference between EQ2 and GW either. Except you don't run in to other players while out questing, and/or have to camp respawning monsters, big fricking whoop.
So I've no problem considering GW a MMORPG. It's far more similar to other entries in that genre than it is to anything else, the only difference is that _all_ instead of _some_ missions are instanced.
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The genre that inspired the term mmorpg invovled a bit more than having multiple people running around and gaining levels. One of the big differences is the persisting world that they exist in. GW does not have a persisting world outside of the towns and each district is treated like a seperate server by comparison. An example of the introduction of the unique intstancing that occured within FFXI as a means to introduce more challenge within the pve realm. It also had the side effect of inclusive rather than exclusive content, allowing for more people to experience a greater portion of the game at the same time. Opposed to some of the failings of eq1 (beta *cough*) that FFXI had alot of concepts derived from, which is amusing considering how many concepts eq2 has derived from FFXI. Many of the online rpgs also have a learn by doing system, which was inspired from either UO or the elder scroll series, which causes more of a time sink, but does shape the character through use rather than how many things are killed. It can be reverse engineered to experience gain but whatever.
I would not, however, begin to describe those types games as action or adventure style games due to the pace of the game and the focus on the character development or world progression. GW on the other hand fits better into those types of catagories, due to the largely available quick and easy solo play for pve and the non-persisting effect of the actions the character has on the world around it. For instance, after you defeat the lich at the end of the game, the shouter at frontier gate still persists in stating that the world is comming to an end, while rambling on about the flameseeker prophecies. GW also has more of a linear progression within it, while other games do not. Sure you can jump to different points in the story line, but you cant change sides or do anything different other than either ignore the story line or move through it. Typically this is why some have frowned on the console based rpgs due to how inflexible they are, but the popularity usually revolves around the combat system, story telling, and the pace of the game for consoles.