It's a Free-to-Play game and no offense to Free-to-Play games, but there always seems like there's something missing from them. In this case, they took a world and mashed it into a few "instances" which seems to negate the entire point of even having a world.
Part of the fascinating aspects of an MMORPG is the way the world interacts with itself - transportation time between places, traveling from point A and completing a quest at B since you have to get to C anyhow, people transporting goods back and forth or mining resources (economy) or situations like casually helping a newbie beat down a boss as you stroll down a road. It might not be the selling point they put on the box, but it's all there.
Vindictus has none of that. It's just several instances with a common meeting area. It's the same setup as a FPS on XBOX Live. Make a room. Wait in a room. People join. You start playing in a specific instance. It's kind of like an ADD gamer's MMORPG; cut the whole "Massive" aspect of an MMO, and remove the RP aspect from Role-playing Game and you have an MOG - Multiplayer Online Game.
All the extras they cut out that make a world, a world, all cost money. Since Free-to-Play means people like me can leech off of them, the whole business strategy of trimming some of that fat makes sense. It would have been more interesting though if they dropped the Free-to-Play aspect, built the whole world and then charged a standard rate for it.
I'll still play it, but it will just always feel like a casual game I can drop at a moment's notice. Not like any of the hard-core MMO's I've played in the past.