You say that like its a bad thing.
Personally, I do believe it is a bad thing. While I enjoy being able to do alot of different things, my tolerance for.. shallow depth is thin at best.
I would enjoy many different aspects of UO on a more dedicated basis if they were more engaging.
The learning curve is pretty steep, but it also levels off incredibly fast for most aspects of the game. Once you figure out crafting (basic, armour/weapon wise) which is NOT hard for someone dedicated, the only 'challange' is time or gold. Everyone has a smith, etc.
Why not have highly specializable crafters? No more super mules, but specific types of crafters spanning the different areas of crafting. Why should a 'generic' smith be able to craft a katana of awsome power from a magical smithing hammer? Would it not make more sense for it to have been made by a smith that is good at making swords, and maybe actually has an clue about magic?
Should I have to spend copious amounts of time or gold to compete with everyone else? Why can't I specialize, and produce the same level of item, but at the cost of only being able to make a limited type of whatever? (Item decay is almost a requirment for this type of system)
There's all sorts of systems like crafting that are simple shadows of their potential.
Treasure hunting. Find spot, dig, lure or kill spawn, loot. It's the same thing every time. woooo.
Fishing. Sail, fish, collect stuff. Dang. Sign me up.
Sailing. Wow, talk about something that could be (and is) a game of it's own.
Pick a skill, or playstyle, or aspect of UO that is truely developed, engaging and dynamic, and let me know. Show me anything in UO that is all it could be.
I can think of many games that have at least a few aspects that are at the top of their game. Something that takes that game and or that aspect and beats out other games.
A few that I can think of;
Eve Online; 1kish player battles. I'm not aware of any other game that can support 1k players in a single engagement. DAOC claimed -a- 1500 player RvR battle back in 2005, but I cannot find any numbers since then, nor can I find any that also claim to be playble.
WoW is, or was considered to have one of the most involved, dynamic and available questing systems around.
Second life; World building on a level never seen before.
Now, I'm sure there are many games, and many strong points, but that is what I'm trying to point out, aside from being over 10 years old, is there anything in UO that is it's unique strength? Is there something in UO that I cannot find done better somewhere else?
And the 'there's so much to do' arguement is starting to wear thin. There's many games now that offer as wide, if not wider ranges of playstyles than UO. Outside of outright style preferances (sci-fi/fantasy/etc), UO is falling behind in pretty much all aspects that I can see.
Please, show me where I've errored. Tell me why, in the past 4 months that I havn't played, that I've seen more patches or changes in some games in a few months that we've seen in years of UO?
Maybe I've just outplayed UO. Maybe I'm just done. It may be true, but I suspect my argument still holds more weight than a 'promoters' would.