I said a GW-like game. GW is set up pretty decently in all honesty. The major problem with GWs is the experience new players get when they join. 50% of the GW players are cheap jerks, and they mostly just hang around the early zones showing off, acting tough and cool. The "real" players are busy actually doing instances or PvPing, and are part of elite groups that don't deal with the scrubs.
I have some issues with GW, by my main point in my argument was that it shouldn't be a "large persistent word" but more a collection of missions in instances-like places.
OK. then I also point out to that any game that becomes online becomes also terrible because of the 'human factor'.
You can have a decent world and story with nice options for interacting and roleplaying, but the truth is that 99.9% of the people playing any online game don't roleplay, ever.
If it's not singleplayer then you can be sure that the atmosphere and flavor of the game/story/world will be killed.
This was one of the 3 major problems why i ended to play MMO-s. Even if they are interesting, you begin to hate it with time because the 'community'.
Most of the currently ongoing MMO-s would be a good singleplayer game, but fail to get 'their spirit touching your mind' because the noobs running around you with stupid no-sense/no-brain names yelling something stupid.
Online games can only become really good and interesting for real RPG-ers if the world, the GM-s, and the creators of it are forcing the roleplay (since the character creation to talking-acting ingame) on the players, even if that means banning if they don't follow the rules.
And because this won't ever happen, online games can only be good for strategy and fps-s, but no-way for RPG-s.