Guild Wars is different from most of today's commercial MMORPGs in that you don't have to pay a monthly fee to play (or to even get any bonus content). The gameplay is different, too. The cities and other peaceful locations are hubs for tons of players to meet, chat, and form parties. But once you leave those areas, your whole party is transported to your own instance of the outside area, there's no-one there in your instance of it other than your own party and there's no chance of ever seeing others out there, until you return to a hub.

I personally don't like this detached feeling to everything going on around, but it seems to have given the developers a chance to create a more story-driven MMOG than is normal, though my experience was that people didn't care.

There was also the problem with skills. You could have dozens of them, but you could only "take" about 5 or 6 to the outside world (can't remember the number anymore), and you'd be stuck with them until you returned to a hub.

Not only that, but the game insist that everyone dual-classes, you can't get on without it.