Bizarre thing to say. Of course it is.
How is it any more of an MMORPG than Age of Conan was? Every zone is hosted separately on a different, individual part of the collective of shards known nominally as the 'server'. Every quest zone is separately instanced. You cannot travel between zones or explore the world in any meaningful way: you can only move around in a large sandbox, for e.g. the human level 1-17 sandbox. To travel to the next zone you must enter another instanced area. How is this 'Massive'? I frankly dispute ANet's claims that they have designed an 'MMO'. They spoke about GW2 in its pre-release hype as if they were building a huge, persistent world - there is nothing huge or persistent about the world they have created. It's a series of fairly large scale but completely discrete and hermetic questing sandboxes. The endgame PvE caters to 5 people at a time in an instance. The endgame serious PvP caters to 5 people at a time in a Battleground. The WvWvW has been, frankly, disappointing, so it isn't really a high-priority part of my gaming experience anymore.
I just fail to see what is 'Massive' about GW2. It reminds me a lot of Age of Conan: large zones, separately instanced, with a finite number of people in each instantiation of that zone. As soon as more people want to enter the zone, it starts creating an overflow - just like AoC's shards, albeit with a larger limit. One of the most widespread complaints about the player's experience during this last Beta weekend was that friends and parties became separated during the process of loading a zone. How is this 'Massive'? I know that's a fairly small bug that can be fixed w/r/t partying and guild instances, but it's a technical problem that highlights the very not-Massive design of the game.
Predictably bhavv you are going on and on and on about WoW again. WoW wasn't the first game to have a massive, persistent world - it's just the most recent example of one that reeled in a helluva lot of players. Many other MMO's manage to have a world that is truly shared by a massive number of people. The Massive feeling in GW2 for me is somewhat ruined. Even when you are in a main, capitol city and there are dozens of people around you - isn't that feeling soured by the knowledge you're all basically loaded into a city-sized instance? How is that any more Massive than the towns and cities in GW1? The only difference is that the city design is larger and more intricate.
Like I said, this may not bother some people; if not, good for you. I excitedly pre-ordered GW2, however, because I was under the impression from their pre-release materials that this would truly be a fully-fledged MMO. A huge world I could dive into, surrounded by thousands of players. At the moment, applying that definition liberally, you could maybe say that you 'share a huge world with thousands of players'. What it's more like is that you can be in a questing sandbox with a few hundred other players, maximum, at any one time. It destroys the immersion for me and makes me feel a little bit short-changed. I've said before in this thread that I would rather pay £9 a month and have an MMO world to dive into than pay a one-time fee and feel like I'm playing a technical compromise. There isn't even a Global chat at the moment, ffs, everyone is limited to 'Local'. There isn't even a truly Massive IRC chat!