You're right, I turned into a frothing at the mouth fanboy. Sorry about that.
I liked the combat system because each enemy had to be attacked in its own unique way. Even a simple melee character would need to hold on to more than the highest damage sword he could find. You had to experiment with a creature to see what worked and didn't. It was more interactive than you attack, I attack, you attack, I attack.
The character build system was elegant. There were no distinct classes. The were just skills you assigned. Melee characters often supplemented their skills with item magic, life magic, or creature magic. Sometimes they would train more than one.
The distinction between specialized, trained, untrained, skills was a nice touch. Specialized meant you would get a starting bonus and the skill would level faster. Trained meant you would level the skills a little slower and you wouldn't get that starting bonus. Deciding how to spend your skill points was an interesting balancing act.
You also had the choice of how to spend your experience points. You could pump them into generic stats that indirectly benifited skills or directly into the individual skills. One swordsman was never a clone of another swordsman.
The randomly generated equipment drops greatly made up for the lack of visual diversity that "races" offer in other games.
About the content: It wasn't the quantity of the content so much as the uniquness and dynamic nature of the content. EQ was very static during the time I spent playing it. AC had something new to explore and check out every month. The world was full of original creatures. Drudges and Shreths and Lugians and Matekar and Banderlings and Olthoi and so on. No they weren't dramaticly different from their equivalents in other games, but they gave the game a very fresh and unique feel.
The size of the world struck me as huge going from EQ to AC. If I picked a direction and ran I could go for a very long time(without hitting any damn load points). And I would keep stumbling across random out of the way dungeons, structures, and hordes of uncamped monsters. Maybe my perspective was off.
>And it didn't have some big franchise name to cash in on
And everquest did, you seriously need to stop turbine's dick.
I pointed out that AC didn't have the "first to market" edge. This was in reference to EQ. That gave it a big edge. It was the first fully 3D fantasy mmo experience. The franchise part was in reference to some of the other fantasy mmo games.
You're still an ass for calling the game shitty. :-)
This comment was edited on Apr 26, 16:56.