Haha yeah what set EQ apart is 1) that it forced you to interact with other players or research outside of the game, "/ooc hey guys, my brother told me to type /ooc and then ask any questions i had. wtf do i do there is no little box that tells me someone wants to give me a quest at a certain place?...." 2) it was a time sink set in a non-instanced world where you weren't automatically rewarded based on how much time you put in, "Person1: Someone is camping Mystic Cloak again I'm never gonna get that item! Person2: Well I talked to the guy and he said he would let us have the camp instead of anyone else!" This gave your pixels prestige because you aren't blindly running through a linear series of quests to obtain items at the same rate as everyone else and may even force more human interaction. 3) Other players were real like you and their ignorance / ill-intentions could mean inconvenience.... "/tell somenewb hey @$$ you just trained the $#!^ out of me and now I'm on the other side of the world and lost two hours of exp... don't you dare steal my camp" The potential for negative interactions with players increases immersion rather than detracts from it and is one of the best parts of the game...
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