Original Post
I picked up the link to this blog post from the Guild Wars Incgamers site. The post links to two more detailed articles (here and here) that discuss some of the technical issues behind Guild Wars. The articles aren't amazingly in-depth and are rather brief, but they still have enough numbers and interesting tidbits of information to be of note, especially to all those frothing-at-the-mouth MMO kiddies who don't quite understand the scale of some the stuff they plan on doing (and GW isn't even considered a "real" MMO by many because of its highly instanced world that allows them to take some shortcuts). Some particularly interesting factoids are the fact that each of their gameplay servers (apparently usually 2.8GHz dual-processor Xeons with 2.5GB of RAM) support an average of about 3000 players, that each player record is about 10-30k and is stored as a binary blob in the database (as opposed to, I guess, a table with individual columns for things like name, class, attributes, et cetera), and that when they started the project nobody knew SQL.