Everything I know in life I learned from MMORPGs
Talk to the guy with the !
There's always 10 more wolves
Red means stop, Green means ignore
If it's not meant to be killed, why is it made of meat and XPs?
Everything has a bag of treasure
Yelling things in public places gets you free stuff
Never sell to the shopkeep
Always sell to other players
If you run far enough, it'll forget you exist
Gold grows on farms
Theres still 10 more wolves
Walking is for n00bs
Pies are for the elite
Guards don't
There's always somthign bigger
Don't cross the streams
Healing potions are collapsable
Theres another 10 wolves
7h15 15 7h3 c0m0n 70ngu3
Theres always a dark elf
Animals have random numbers of organs
Yelling your name and level in a bar will make you friends
You can buy XP
Sure I'll give you the Mcguffin, just slay me 10 more wolves
(I'm sure there's more, but I'm tired)
And I started writing this to correct you, but it occurs to me that in this WoW teaches us a very important lesson about worldbuilding and GMing in general: don't go crazy on detail. Get just enough to give the flavor to the players and concentrate on the meaty bits.
Looks more like something I learned in the Far Realms.Animals have random numbers of organs
I would be curious how many in-game days would pass if you were to walk (not run) an Everquest character on a tour of just all the surface zones (especially if your character stopped to rest for 6 to 8 hours each day). I think you'd be surprised just how long it would take.
At a "quick" count, there are rougly 650 Everquest zones; though many of them are dungeons.
Well, in general you could say that you need to make the worlds bigger. I mean you can get from one end of a MMORPG world to the other end in a fairly short time, even on foot (Hours at most)
A world that size might be problematic for RPG's.
Well, in general you could say that you need to make the worlds bigger.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.