I found this analysis very interesting. The writer “Ramona Smith” tried to explain why RO was succesful bringing us fun in old times (about 12-13 years ago) and also talk about ToS and WOW new games that don’t want to learn about that
This text is grindy (23-24 pages i think), be aware of that. But will help you to remind or learn more about gaming socializing mechanics and among other things fun.
Also explain market issues compared to auction house, but i found funnier a shop opened by a player because increase social mechanics on the game, for example stablishing a buyer network, attracting costumers chosing a got spot where to sell and always the same spot trying to fidelizing costumers.
As last point, i think social/explore mechanics on ToS are very low made by a poor party system and a linear exploring as far i saw on the CBT. How we interact with other players and the environment is essential to make an immersive game.
PD: I don’t want another RO because i played enough, but i want to people know about how it was and how we can improve ToS in this way that even casual newbies players can benefit from that a LOT.
Also found those well founded opinions for those who want more grindy reading:


