Thats less true in the case of Guild Wars, which is to say it isnt true at all; theyve pulled up class roles, death, questing, weapons, and skills by the roots and fed them through a chipper shredder. They have a thinly veiled hatred for the status quo, which I respect in absolute terms. You get hooked on the writing and story production of a Bioware Game, and The Old Republic was no exception; both of these games have serious things to say about Player Vs. Player also. But the way you interact with these new ideas is the same way you have been interacting with the old ideas, which is by clicking on a whole lot of little boxes. This can have the effect of blunting their successes.
Tera, whose launch Im substantially enjoying, is fun to actually play. Its not fun insofar as is it is satisfying, or addictive, or any of the other stand-ins for immediacy and player engagement. But its dangerous to make all the bets at once, and while being fun can take some of the sting out off scraping off Kyrongi pelts, Tera has the point to point quest chain deathmarch stuff to keep players moving through the world.
I cant tell you about its endgame or whatever, I dont have any idea what it is. I dont know if Ill be playing it in a year. Ill tell you what Tera does do: it makes you ask hard questions of every other Massively Multiplayer experience. You miss these things when you dont find them somewhere else.