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The original EQ was just such a classic Roleplaying Game. When you look at how MMO's are built now adays, most just dont have that classic Roleplaying feel to them. They try to throw everything at the player too fast, and force-feed this idea that the player is a hero from the very start of the game.
In Classic EQ, a rat could kill you at level 1, you would miss swings, your spells would fizzle, your mana would fluctuate randomly like your magic was reluctant to work properly; you were a mess in other words.
You didnt start off killing a badass monster, you started off as all real hero's do, with merely a will and no way in sight but what random path you walked down.
You would talk to NPC's, read and listen to what they said carefully, and then you would talk back to them. It wasnt much, but if you chose to, you could roleplay your character to the NPC's, they felt alive and they always had something inspiring or intriguing to point out to you.
There wasnt a clear cut level above each enemies head, you would simply "Consider" the enemy, and the game would give you an estimate of what would happen in the fight, almost like a second consciousness in the game saying things like "Well you could try to kill it, but its defiently a gamble". It wasnt a cut and dry system, it wasnt reduced to hard numbers, it was a choice, one that you made not always knowing the complications of your actions, this was a REAL choice.
Then you would finally get proficient at what you were doing, you would start to hit the target more, you magic would grow stronger and more controlled. You'd get a pet maybe, and try to attack a small gnoll camp on your own. You would take a couple of them, and feel a sense of accomplishment when you almost had the fight in your favor, and then it would happen...
A Skeleton would come out of nowhere, just randomly wadering the zone to happen upon you in the midst of the hardest fight of your in game life, and in one strike he would take you down, proving to you that you were not that powerful, not yet, you were going to need help.
In a flash of black you would die and be without all your spells, knowledge, and gear. You would run back to your corpse, gather up all your belongings, relearn your spells, and take some time to learn from your mistakes, or maybe not, but eventually with enough time you would.
You might get a friend to help you next time, or maybe just a stranger, maybe by luck a passerby would buff you with some helpful enchantments, you didnt know, but you knew when you saw another player they were going through or - had gone through - alot of the same experiances of loss and challenge, and that alone made it part of the experiance. Other players werent constantly competing with you, they had enough competition in the world to worry about, and you were just another player in this universe's immense struggle.
This is what EQ was about, and all I want is that same game but with better graphics. A game rich with exploration, conflict, choices, and a sense of danger and philosophy. A game that is more than a show of numbers and who has the better gear, but an authentically immersive experiance.