I'm guessing from your referencing to quests and town criers you are a player of WoW.
World of Warcraft was released Nov 23rd, 2004.
Everquest was released March 16th, 1999.
In 1999, DirectX 6 was the latest version of the 3d rendering engine, as was Windows 98 the standard Operating System.
Everquest was one of the first of it's kind, though Multi-User-Dungeons (which is what EQ was based on) and 2d sprite based MMORPGs (Ultima Online) were around prior to Everquest, EQ I believe was the first to have a 3d rendered world.
The penalty system of Everquest by default was quite harsh, as was quests and general grinding of experience. The game was challenging to understand and took time to grasp all the concepts inside it. Some of these elements were improved over the years, but others were kept the same for nostalgia reasons.
This game's success and failures in design were what helped future MMORPG's with discovering methods to tap into the MMORPG genre.
World of Warcraft's general design philosophies can be seen in many MMORPG's prior to it, for in the eras of MMO's it actually came pretty late. It crafted a new era of what I call the "WoW cookie cutter" MMORPG era, where many MMOs come out basing it on a template established by WoW. However, prior to WoW, each MMORPG kept to a realm of creatively establishing it's own world with no foundation on how successful it would be, theorizing ways to make a game addictive. It may just be me, but originality seemed more abundant before WoW. Some games that come to my mind range from Dark Age of Camelot (2001), Anarchy Online (2001), Ragnarok Online (2001), Lineage 2 (2003) which if you look at each of these they all have significantlly unique elements to them, their influences not so much contrived from what was successful prior to them, but instead taking a new approach to try to tap the MMORPG market.
Going off topic, I am not a huge fan of World of Warcraft's general design philosophy nor have I found many newer MMORPGs that I enjoy after it's success. So, I have a bad taste in my mouth about WoW, though it did make the MMORPG genre insanely popular and accessible to a much larger player base with the simplicity Blizzard is very well known for.
I prefer a game to be challenging and make you get lost in trying to figure out the next step, this was one of the elements EQ really was good at. Complex quests you would stumble upon and have no idea what the reward was, what the item result would be... It was a very complex and dangerous world. Higher learning curve means it may not be for the general population, but for me I feel as if I accomplished something more daunting.
While on the EQEMU, you may share some of the complexities of wonderment about this world and what you can do inside it. You may enjoy it, or you may prefer to simply walk to a ? and follow the steps designed for you by a programmer beforehand. But regardless, I felt like writing all that and I hope you found it helpful..
