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Bloody Roots
From my experience a lot of your no more game and more sandbox concepts were implemented in early EQ. Questing was mandatory at the high end game if you wanted to progress pve wise. No logbook, no radars, compass or maps. The advanced dialogue however was non-existent, but Vanguard shows the most promise if those concepts is what you are looking for in a virtual world. (minus pvp and character levels: meticulously balancing the time sink with a traditional level mechanic is far more efficient than some complex skill system)
Personally, I don't find clicking on every npc over and over or tracking them down while they are off fufilling their dynamic simple schedules too find a quest an engaging playing experience. No matter how fantastic the quest writers might be a high percentage of the quests are strictly going to be about killing x and or collecting y. It's definitely more world like, you want to know what else is word like? Forced sleep time or your character dies.
No more logbooks? Fuck that, I would just print out X quests for X area like the majority of the population. I don't have a photographic memory, but at the same time I don't want thottbot implemented directly into the game and I want to use spoiler sites as little as possible.
A lot of these concepts also remind me of older console rpgs I played. No levels, skills, quests and equipment for progression, etc.