Part of my problem with Instances/Raids is that, for almost all intents and purposes, they're linear. In some cases, a quest might send you down a slightly different path through it, but you still can't go back and do that before leaving. Of course, designing them all around having a 5-person party going through them helps ensure that no one will try doing things differently, for fear of retribution from the rest of the party.
Likewise, I also enjoy how UO has a flatter leveling slope, actually involves a degree of player skill, and has a much faster-paced play; DPS is largely a useless statistic in the game in light of simply considering one's ability to stay alive. Likewise, virtually every dungeon retains at least some use to players even at endgame levels; there's a POINT to soloing things, and it's not impossible, as the game's PvE isn't entirely the same pattern of tank/nuke/heal roles; with some player skill, characters can actually stand on their own two feet.
This ability to go it alone is especially important in a game where there are no pre-defined classes, where you've got an Elder Scrolls-esque system of skill selection and gain that has some 43 skills, and far more possible combinations. Hence, there's a lot of creativity involved, rather than seeking out a pre-defined line to follow.
This post has been edited by Nottheking: Jul 4 2009, 03:47 AM
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