I agree with the OP, (being an EQ player I reread the Vox strat with pleasure)
It's not just end game raid encounters, but the gameplay that has changed with some good and some bad:
- Mostly soloable content, good because you don't always have time to look for a group, but bad because you don't need others and have little interaction with other players.
- Simplified group content, with only 3 roles, auto party finder. Good as a time saver, but it removes the need to have a good reputation, and a lot of the social and tactical aspects.
- Very little downtime, good for many, but 'some' downtime favours socialising.
- No fear of death makes the game less rewarding and less immersive.
- No public dungeons, the drama of shared dungeons was epic but the atmosphere and immersion were unique!
All of this contributed to the genre gaining popularity. But there is room today for a more 'niche' MMO that will cater for a more 'EQ1' like experience, sans the huge time sinks it involved.
