Ultima VII was genious. Playing the storyline felt like playing a good book. I wondered what was missing in SotA quests and while I could go into many things I want to pick one essential feature: flavor text in dialogues.Look at those Ultima VII examples:Now imagine all those dialogues without the "flavor text" and only the pure dialogue like in SotA.This is a woman who seems pleasant and welcoming "I am proud to meet the Avatar" she says beaming."I am proud to meet the Avatar"Can you spot the difference? In the Ultima VII version of this dialogue you get an immediate sense of the situation, of the person, in SotA it seems dry and feels automatically mechanical in some way.I know in a perfect world you could see all that is written there in the NPCs facial expression or body language, but that is not the case and I am NOT complaining about that here, not at all - I think the NPC graphics are fine for an MMO.. BUT let's not pretent this is LA Noir level facial expression quality. Those flavor texts would help SOOO much. They would make the whole story so much more alive and the NPCs so much more relatable.So many new game designers are inspired by your genious old games @Lord British , why don't you let yourself be inspired by them? Use what made those games great and apply it in SotA. @Berek : Don't you lock this, I tell ya