Granado Espada distinguishes itself from many modern-day MMORPGs with its Multiple Character Control (MCC) system. Rather than playing one character at a time, or using two clients to do so, a player may control a party of up to three characters in a single gaming session. This party play aspect of the game gives Granado Espada more of the feel of traditional, non-networked console and PC RPGs. The character order may be set within the Quarters at the beginning of the game and any member of the party can be selected to lead the other characters or act alone at any time throughout the game. The other two characters can be commanded to follow or attend the lead character as the party moves through a given area.
There are various modes by which the party AI will automate the other two Granado Espada gold characters, among them an assault or attack mode, in which the scout or healer (if any) will automatically heal all members upon fighting mobs, and a defense mode for areas with a lighter concentration of mobs. The player is responsible primarily for controlling the lead character, while the other two characters act and react according to the mode manually set by the player.
The dungeons in Granado Espada vis are interspersed between towns and generally composed of three levels with successively more difficult mobs. In order to travel to a new town a player must often complete a series of quests that involve gathering items from a given dungeon level, or reaching the end of the dungeon. On the way the player will encounter a number of Waypoints or saved locations that may be teleported to for a fee and save him much of the journey back and forth. Each dungeon’s final level terminates in a Mission Room, or a room in which a boss mob may be challenged by teams of players. Missions are instances, wherein players get their own “instance” or “room” of a specific map just for themselves, a technology developed by Richard Garriott and popularized by Guild Wars and to some extent World of Warcraft.