It looks like you're new here. If you want to get involved, click one of these buttons!
"We founded arenanet to innovate, so guild wars 2 was our opportunity to question everything, to make a game that defies existing conventions. If you love mmos you'll want to check out guildwars2, if you hate mmos you'll really want to check out guildwars2."
This is basically just marketing... did they defy existing conventions? Doesn't that mean adding new conventions that didn't exist before? Something to think about...
"GW2 takes everything you loved about GW1 and puts it into a persistent world. "
I think a lot of gw1 players will agree with me that this is also just marketing, gvg was huge in gw1, as was the dual profession system, neither of which was implemented into gw2.
"I swung a sword, i swung a sword again, hey i swung it again. That's great, we just don't want players to grind in gw2 knowing that no one enjoys that, no one finds it fun, we want to change the way people view combat."
For a game with so few action bar slots, I do not feel they achieved that spirit in which this claim was made, you spam abilities and wait for cds more in this game than any other mmo i have personally ever played, and I started with UO and have played every AAA launch up until now.
"As a structure the mmo has lost the ability to make the player feel like a hero, everybody around you is doing the same thing you're doing, the boss you just killed respawns 10 minutes later, it doesn't care that i'm there."
Sounds like dynamic events and their shortcomings.
"In gw2 it's your world, it's your story, you affect things around you in a very permanent way".
I affect my personal instanced story, I don't affect the mmo part of the game in a permanent way at all.
"You're rescuing a village, that will stay rescued, who will then remember you".
Looking back at some of the things they said, it seems to just be blatantly false advertising.