It killed the spirit of Everquest. It's a game designed for a big population inhabiting the same world, which is why dungeons often have half a dozen or more "camps", i.e spots that can occupy a whole group. That's what EQ was all about: the life and dynamic of the server, the community and relationships you formed with others, and the fact that your behaviour actually mattered because it had an influence on others. This fostered a much more tolerable community than found in more modern MMORPGs where instances and cross-server groups remove any chance of consequences, leading to the increasingly widespread trend of people doing whatever the hell they want and acting like total imbeciles. You wouldn't get away with that in EQ, but the invention of instances was the first step towards gaming communities that have now become unbearable.
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