“Tao” is one of the most simple [religious] concepts ever to describe, and one of the hardest to fully comprehend. Simply put it is “the way.” In smaller personalized chunks it can represent the way of living, the way of living, or the way of self. Every MMO, whether I like it or not, has a player Tao. In so-called amusement park MMOs (e.g., World of Warcraft, Lord of the Rings Online) the way to play is nearly set in stone. Sure there are filthy roleplayers that clog up an inn or ancient, ruined megastructure now and then, but all they are doing is forcing sandbox play into the set of preordained rides. It’s very hard to fight the collectively defined way to play. It’s even harder for a player to feel like the way of playing is his or her own.
Even though ArenaNet kept away from this deep waters concept, their latest blog article basically presents their view of Tao through an MMO through their systems of “personality” and “karma.” They are systems to help define a player path, but also to let the player personalize it.