Good poll. It brings up a lot of issues that I've been griping about for a while now.
The original thing that made RS appealing to me, back in 2001, was that it had some intriguing lore/background, and allowed for the development of a character that fit into that world as something more than full-time dungeon crawler.
As I've said many times before, Mrag was actually born in the late 1980s, as a half-orc Fighter/Thief (that's 1st ed AD&D...I don't do post-Gygax). I chose to use Mrag for RS for 2 reasons: he never really got a fair shake as a character (levels 2/3), and he was, in many ways, the most similar to my own personality.
I wouldn't say that I lose myself in the world, or in my character; but, I would say that the biggest reason I took an interest in such a game is that it seemed to afford an opportunity to posit a fairly complete world, mixing the mundane with the heroic in nice proportions.
I did respond that I enjoyed training my character's skills, but that response is tempered by the fact that I never did much long-term "grinding." I really do enjoy the process because I do things in short spurts, not long stretches. To me, that mirrors what a typical Gielinorean would actually do, as opposed to what an external gamer would do to advance a game avatar.
I don't how much of it was a change in design philosophy, and how much of it has been a change in the expectations of gamers; however, the reason I've barely been in-game since last year is that it no longer feels like cohesive fantasy world. I suppose my issues with the game go back to 2006; but, overall, it now seems like the game is more geared to providing the external gamer with group-oriented combat that approximates the "raid" that is popular in similar games. Personally, I've never been too interested in video games; and, as RS lost its world depth, I lost interest.
10-Aug-2010 10:36:20