Ok. And then...?
Edit (since the op did): the features you are referring to were not rehashed, or reused during EQs conception- they were original and somewhat unique to this new genre of games (mmorpgs). There's a lot more to take into consideration than just "I want to aim my bow so I feel like I'm actually contributing" or "hitting kick every 5 seconds with auto attack on makes it play the game for me." there's game balance to attend to for one. What about those that lack the twitch reflexes it takes to be good at a FPS, wouldn't those same skills be necessary to aim a bow in game? What about the actual coding that goes into making a mechanic like that work in a massive online environment?
Sure it would be nice to have monsters take more damage when they run, but features like that are striving for a level of realism that wasn't being considered when EQ was being developed. Remember that EQ was a mind blowing experience when it came out, and paved the way for other games to succeed in this genre as well.
Other games have tried what you are suggesting to some extent. Warhammer allowed manual aim of ballistae etc. WoW had many more skills to spam that we're more or less situational. Yet these games are neither challenging or have any sense of work vs reward like classic EQ does.
If you want responsive games that require twitch based mouse movements then start playing those games. They are out there en masse, but the MMO genre caters to a different play style that is more tactic/knowledge based rather than "who can aim and click the fastest"
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