Guild Wars Still In The Thick of Battle
1up.com has an interview with community relations manager Gaile Gray. They discuss changes since the launch, and how the company has acted to keep the player-base happy in a title with no fee to keep them grounded. From the article: "August's event showed us that increasing the rewards for PVP play was both necessary and wise. The feedback we received before the event provided us with a lot of guidance on what players wanted most. We reacted with a substantial boost to faction points and with special rewards for PVP accomplishments...and the players loved it. We're going to keep watching the gameplay progression and reward systems to ensure that both PVP players and cooperative players are adequately rewarded."
Try it briefly, and you'll see why they are extremely likely to succeed. There are five key reasons why I think it's almost guaranteed, by design:
It's mind-bogglingly complex to be fully aware of the professions of those you are fighting and what skills they are using, to counter them appropriately, while at the same time managing your energy reserve, and looking out for your team. This is nothing like a straight turns-based MMOG like EQ, where once you engage combat, the outcome is largely decided as long as you don't do something dumb. GW is fast and furious --- no tank taunt to trivialize the gaming in PvE, and effective foe AI so that the healer always gets it first, just like human players do.
If you've absorbed the above, you'll realize that PvP in Guild Wars is either fantastically brilliant (if you like PvP) or appallingly dreadful (if you're a PvE-only fan), because GW's PvP is trully player-skill-based: ie. the best man/woman wins, regardless of equipment. This is why the Koreans own GW's PvP space --- they work hard to understand the game, and it's their human skill/experience as players that makes them use the in-game skills so devastatingly. (America comes a beleagered and very battered second, and the chewed up and splattered remains of Europe a very distant third.)
In summary, Guild Wars can't fail, not by rights anyway. It will fail only if not enough people hear about it, or if its totally excellent developers leave the company. (No, I don't work there, I'm just an appreciative player, completed it on main.)
"The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra