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... because it is fun? Because it pre-dates the "WoW" model, which most newer MMORPGs want to follow?

I mean, it didn't have levels. It didn't have XP. It had skills, which increased with use. Your health could increase via attributes, but not that much.

In the end, after a few days, there wasn't that much difference between your character and people playing for a year. In the best case, maybe they would have 50% more health? And could cast more powerful spells, if they had Magery. But so could you - as a newbie mage, your spells had a high failure chance (and would consume reagents regardless), but you could cast almost all of them.

Which means that an older player couldn't just walk in and start murdering an unlimited number of newbies without any effort. If the newbies banded together, they would have a decent shot. The biggest differential was actual player skill (and game knowledge). Also, preparation.

In WoW and the like, if they even allowed PVP, a max level character can easily have a thousand times more HP than a first level character, incredibly better equipment and skills. You could take the whole level 1 population against him and they would lose. Badly.

In UO (pre-Trammel), it was very likely that anyone you encountered wouldn't even have "magic" weaponry. If they had, it was probably a low level one. This is because everything (save a few items considered 'newbie') would drop to the ground when you died. So you wouldn't take that +9 sword with you, unless you felt somewhat safe (playing with a group of friends, for instance).

Losing items also meant an economy, albeit a weak one compared to, say, Eve Online. Items had to be replaced, after all.

There were also other gameplay options that are missing from newer games. Such as pickpocketing. Distract the attention of the mage guy you just met in a dungeon, steal the reagents, then watch their now complete lack of spell casting ability. Just hope he is a pure mage and can't hit you with anything else (possible, due to the skillcap, not guaranteed, due to the complete lack of anything resembling a "character class"[1])

Even things like "Animal Taming" required thought. Taming a dragon? Well, better have a way to keep it from hitting you, otherwise you'll be dead in a short order. In a hostile dungeon. And he could eat your stuff. Tamed it? Cool, remember to feed it, otherwise it will turn on you and you will die. Dragon dead? Well, time to tame another one then [2]

Hell, what other games require you to have a skill in order to speak with dead players? :)

[1] Debatable now, as some of the newer skills require a few others to complement, making it some sort of class.

[2] There was a concept of "bonding" with the animal. Required that you kept it for a week (real-time). Then you could resurrect it when it died - if you had the skill. If not, time to find a veterinarian...



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