"Normal" only because the technology for instancing didn't exist yet. As soon as Blizzard/SOE figured it out, it became standard.
Lots of things were "normal" in Everquest because the tech/code/idea hadn't been developed yet:
- Targeting Rings
- Flags vs Keys
- Encounters more difficult than tank + spank
- 32k mob HP cap
- Character customization beyond leveling (AA, talents, etc.)
- Balancing DoTs against crittable DD/melee
- Overpowered Complete Heal
- Warrior vs. hybrid balancing (warriors have zero innate utility, but gain lots through items while hybrids have sub-par base performance against warriors but don't gain equivalent performance to the warrior's gain in utility)
If Everquest had been developed for end-game competition, why is there so much content in Classic-Kunark-Velious that is NOT for L60's only? Why isn't more content "tiered" (ex: Seb and HS might be too difficult until you're reliably clearing the Planes of Hate & Fear)?