The way I see it, if the game is good, subscription fees are no issue, because I'm probably spending 200+ hours a month in that world anyways, so $15 is a drop in the bucket. Instead of buying that one $60 game that will last me 8 hours, I will gladly pay that much for four months of an MMO, with a constant feed of content. Guild Wars was very bare bones in terms of end-game content, so I'm weary of how GW2 will turn out.
If I were to get into an MMO again, it would be Old Republic.
Glad to see this post.
Guild Wars 1 was about as much of an MMO as Phantasy Star Online or Diablo. It was an instanced game.
I'm glad they're moving away from that with things like phasing (which WoW does pretty well), but in terms of end-game content as a hardcore MMO player, I am cautious. I saturated Guild Wars 1 in weeks.
For new MMO players however, this will be the game to play given the action based non-dicerolling combat and the lack of fees (which people are scared of for some reason because they don't understand it).
Even if a game is good, subscription fees incur an obligation to play. Without a subscription, you're able to play and stop anytime you want, without feeling like you're "wasting" money by not playing X amount of hours per month.
Additionally, to respond to your remark about end-game content: the philosophy of Guild Wars and, to an extent GW2, is to change up the meaning of "end-game content". In Guild Wars as I'm sure you remember, your character's max level is reached very early on. It can be thought of as the whole game being "end-game". The problem with traditional MMO models is players get into this rut where the whole PvE experience is just a long chore that you have to run through in order to "get to the good stuff" at the end. With Guild Wars 2, there is a very strong emphasis on story - in ANet's words, they're "putting the RPG back into MMORPG". They're aiming for a game where the whole game is enjoyable, not just the end. There will be high-level "raid"-like dungeons and literally thousands of dynamic events, each running along event chains in multiple directions which alter the world over time. You will also be able to team up with lower-level friends via a sidekicking system that lets you enjoy the game with them despite of a level gap. There will always be something to do. Worrying about a lack of "end-game" content is just more of the same backwards thinking that you can't apply to GW2.
Things like the "side-kicking" system were also in other MMOs. While the devs are committed to only monetizing cosmetic content, you could say the same about LOTRO, Champions Online, and the slew of other MMOs that went F2P. When you make the move from an instanced game to a real MMO, your costs will rise considerably - you can't apply the same business model to GW2 just because 1 was successful.
Like I said, there's a lot of hype here - I hope they can deliver. Who knows? Old Republic might suck anyway, and I can enjoy casual GW2 play.
I might have to pass on this though... I spent way too much time on guildwards 1 and the expansions... I've weaned myself off them now, but there's still the urge once and a while, and that scares me a bit lol.
Right.
I'm saying I wouldn't be surprised if GW2 went F2P once the hype dies down. All this talk of a "next generation of MMO" is a bit much.
And I think Magnalon has a real point. As has been stated, cosmetic gear will be done via micro-transactions (which I have no idea why that's OK, exactly) but also there's going to be an expansion pack probably every 6 months (that's how long it took Nightfall to come out) or so. So if I want to "look cool" and have all of the content I'm still going to be spending some dough.

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