tl;dr level design and sandboxy crafting
I liked
- The style. There's no other RPG like WoW. Cartoony, but perceptible and cute, but not permacute like anime slop.
- Gathering and crafting. Morrowind had alchemy, Witcher had that potionmaking, but that's it. It was interesting for me to look for herbs and stones - it added some agency besides fedexing and murderhoboing. It's bad that the majority of crafts are useless, but I could overlook it.
It would've been even cooler if the world was interactive, DOTA-style - that is, you go help NPCs clear out the location, they build up some fort, area spawn changes. Maybe you can even place some structure of yours on the map and proceed to organization-level play. Goddamn GTA had this, but for some reason RPGs don't bother with an interactive world.
- The graphics are pretty simple, so locations could be large.
- Areas have good progression. In LA2 you often stumbled upon the point where you can't progress solo and so had to adjust your gaming time to someone else. You also often exhausted quests in a location while not leveling enough to go to the next one, so you had to grind levels for some time (or buy boosts for cash). The areas are also often quite bland - not enough clutter or varied geography, not enough POIs.
Only Empyrion, Valheim and Morrowind did let me scratch the same itch. Each of them is more sandboxy than a classic RPG.