Ultima Online  Kingdom revisited.  It's always the maze that
gets me. Though its appeal has waned somewhat after each
subsequent visit, I still hold fond memories of meandering
through a seemingly endless tangle of forest and shrubbery -
darting past an ettin, a gargoyle, and perhaps less thrillingly,
a mongbat - and finding myself at the entrance of a giant hedge
labyrinth. Supposedly constructed by the wizard Relvinian with a
view to getting daemons to do his laundry, it's a calming,
floral little place whose only real perils are the odd troll-
under-the-bridge and the nimbus of hellspawn living at its core.
It's not tied to any particular quest I know of; it's just
sitting there, waiting to be discovered.  That's the Ultima
Online I remember: so different to the modern MMO model that
it's almost a distinct genre. Where your City of Lord of the
Warcrafts like to lay their landscapes out in a linear, tiered
fashion - there's room at the top-level dungeons they're telling
you still, but first you must learn ho