Eurogamer writer Oli Welsh takes Heroes of Telara for a spin in their hands-on preview of the game. Oddly enough, the preview doesn't read much like a hands on. There is a critique of the generic fantasy art style present in the game, a bit of talk of the innovative server technology behind the game, but very little to be said of actual gameplay.

Players will be able to choose from one of the four staple fantasy archetypes (cleric, rogue, mage, and warrior) as well as sub-classes for each of them, but they will also be able to level all of these on a single character. The game will allow players to simply switch classes in town. Think of it like switching load-outs in The Matrix Online at a hardline.
Events in the world will leave a permanent impact for all players, as opposed to simply being directed at one player. For example, if a town is burning and you are tasked to save it, you could choose to simply let it burn. Of course, if you do, all the amenities will be absent for awhile as the town rebuilds and this will be true for all players who come into the town, not just you, even if it was merely your negligence (or malice) that allowed it to burn.
Read the full hands-on here.
Wow...this honestly and truly sounds like Guild Wars mixed with a bunch of ArenaNet's plans for Guild Wars 2 to be honest. It even looks a lot like it.
Or you can think of it like FFXi, which has sub jobs on the same character, and allows players to simply switch classes in towns and in other areas.
Yeah, also reminded me of GW. And they also started from a new IP and achieved more than 6 million sales of GW copies.
The idea of MMOs being taken to the "next level" is surely interesting. Usually big kinds of changes require the game to be instanced in order to be possible, being persistent yet flexible will kill one of the "boring" factors in MMOs for me, that is the static world and quests that have no effect on the world.