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It was more about the size of the world people played in.
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But that argument doesn't fly when you consider WoW, where almost everyone levels in, say, Westfall, Barrens, etc.
Thing is, I do *run into* alot of people in Barrens/Westfall. We just never do anything beyond that.
I think you've pretty much listed the main point, though: a non-instanced world in which everyone's actions affected one another either directly (ie a train) or indirectly (limited resources) is conducive to community building, while the opposite is not. A smaller, clique community is bound to more closely knit, while a larger, more mass appeal one is less so. Of course, world size plays somewhat into this, but given that people aren't usually spread out (ie everyone went to a few zones despite there being alternatives), I'm more inclined to believe that current EQ's community status is a result of the game basically becoming a raider's game than anything else (as stated before, raiding, especially instance raiding, is ultimately community-destroying due to the typical distance between raiders and their communities).
It's really just common sense.