Guild Wars 2
I find the hype and advocacy for this game a little off-putting. It might be really good. But the atmosphere and situation really reminds me of Warhammer Online, and we all know how that turned out.
I'm also not a fan of F2P and cash shops. Game devs need to eat, and invariably game design ends up pushing you towards the cash shop. In a subscription game, the necessary monetary transaction is taken care of up front, rather than needing to push the players into it. As well, I don't like how F2P games end up relying on a narrow slice of the player base. Sub games end up resting on the shoulders of the entire player base. I think that is more fair, and more likely to lead to good results for everyone.
As well, there just hasn't been any element that has jumped out and grabbed me. There are several elements that look somewhat interesting, but nothing seems worth getting up for.
Finally, it's a non-Trinity game. I don't see what the replacement basic game skeleton is, and so I assume it's going to end up as a zerg. I'm not a fan of zergs.
The Secret World
Here's four requirements for a successful MMO:
- Responsiveness 
- Lack of Bugs
- Low System Requirements
I do like Funcom's willingness to try new things. I thought Age of Conan broke a lot of new ground in mechanics, as did Anarchy Online back in the day. I am sure that The Secret World will continue that tradition.
But I was there for the launch of Anarchy Online and Age of Conan. Those four requirements above are the antithesis of Funcom's modus operandi. I would be absolutely shocked if The Secret World met any single one of those requirements, let alone all four.
I guess I just don't have the patience to work through buggy messes any more, even if they are highly innovative buggy messes.
Also, I'm still unhappy about Dreamfall.
1. Responsiveness is the lack of delay between pushing a button and the action occurring. WoW is still the gold standard here.