The information from the gameplay of the Korean CBT is already long been available. I know a Korean player who have mined that information and compiled it together. My Korean is good so I can interpret these information without difficulty. Presented with these information, you wanna know what it instantly reminded me of? It's almost the same as Revelation Online, a game that I played for almost a year before quitting. Don't say that you don't have any information because the information is present! When there is information, then it can be interpreted. A:IR is not Open-World-based, it is Instance-based. The activities that you do in the game comprises your participation in the game. Tell me, are these activities Open World or Instance-based? They are mostly (and almost all) Instance-based. So the persistence of the game exists in the Open World where it is not private, but the activities are almost all private Instance-based. When I say Instance-based (which is a broad term itself), I highly emphasize the zones that are private. There is something you called private Instances, and there is something you called public Instancing which is 'shared' like in Ragnarok Online. When I say Instance-based, I mean private Instance-based activities since what else do you do in the game but those activities? Does it matter if the persistence is in the Open World if the activities that you will do are private Instances? The experience that you will get out of this is garbage! Is Revelation Online Open-World-based? Mostly (and almost all), it is not! Everything is Instance-based except the Life Skills and the weekly Clan Wars (Territory Wars). We are describing the activities here because that is what you do in the game. And speaking of activities, the existence of limitations and Event-based activities make the game "Session-based". No limitations (also no resets), no Event-based, makes a game "Seamless-based". Tell me which would you rather prefer because almost all MMOs right now are Session-based. It forces you into a routine, it is repetitive, it is limited, and it forces you to participate because the game creates a lot of gap due to the limitations. It is a stupid system in my opinion! Basically, Themepark MMOs derived from WoW which is a Themepark MMO itself and the first ever Themepark MMO itself. Everything that is Themepark (such as this game) is literally a WoW clone! MMOs have always been a Sandbox until WoW had a different formula that almost all MMOs today imitate. WoW is not 100% Open-World-based like Ever Quest, there are lots of private Instances in WoW. WoW is not a good example of an Open-World-based MMO, a good example would be Black Desert. The moment you introduce private Instances that are necessary Contents, it is no longer an entirely Open-World-based game because the activities have shifted somewhere else. Like I already said, the information are already there, so why can't we talk about it instead of pretending we know nothing? @Alyria Thank you for the video link, it will inform people here about these terminologies. This game is 100% a Themepark, the experience here is all "guided" and linear. Since this is 100% a Themepark, this is a WoW clone! I have gameplay information until end-game from the Korean CBT that supports my claims that are sourced from Korean players themselves. The reality is, this is 100% a Themepark based on all my information, our idealism is, maybe they 'did' something different from what are actual in a timeline where it's already been decided. Time itself is irreversible, the past is not re-writable! (even Science have ruled out that notion.) We got to accept the reality man! This is looking like an experience that I don't want from an MMORPG!