Originally Posted by
TheWorkingTitle
The list is huge..
-No player-controlled Flying Mounts (this made and kept the world feeling absolutely massive (great for an explorer/adventurer PoV), world pvp was nurtured because of this because you couldn't just up and fly away from battles; you had to fight. Also content lasted longer because of having to actually travel everywhere like a traditional RPG)
-Singular difficulty (made the raiding scene more prestigious and way less watered down/convoluted -- took less resources to balance one difficulty comparatively to today)
-Linear Raiding (made raiding meaningful because you had to be successful in one raid in order to move on to the next. made content last longer and made the cream rise to the top)
-Attunements (rite of passage for players coming into the raiding scene, separated good from bad, and made everything more meaningful)
-RPG aspects (too many to list, but created a game with much more depth, nuance, realism, and made everything more meaningful)
-No anonymity (No realm change, no faction change, no race change, no name change) - created a continuity of community, and meant there'd be social consequences for breaking rules because you couldn't just run to a new server with a new identity. many trolls (etc.) had to completely start over which meant massive time sink and re-investment
Non-connected Realms (Each realm was its own community. You were known for your skill, professions, gear, pvp prowess, personality, etc. and realms were able to self-police trolls and the pariahs. the level of trolling that goes on today wouldn't have flown back then)
Talent Trees and non-Pruned skill sets (much more diverse and varying playerbase, actual meaningful decisions with consequences, and larger skill sets seriously separated great players from basic ones)
I could go on and on