One thing I'd like to highlight regarding the grind is that the three original developers who created the OSRS gold game didn't have the plans laid out regarding how the pacing and content would be implemented. They decided to use an entirely random amount "99" in the position of the highest proficiency level for each skill and hoped that, due to the level being so high it would be impossible for anyone to get to this point in any meaningful time frame, and for reasons such as being totally uninspiring, rendering it ineffective.
Their surprise was that people did not just acquire some skills to 99, but many started to look for ways to hit the exp skill limit (because it requires experience to get better however any experience that was beyond level 99was useless at the time). However, all skills were quite different in regards to hours of exp. The skill's "99" maximum level placeholder "not being attainable" was actually used for that skill Prayer (this ability never actually saw anyone attain the 99th level, not until following its introduction in Runescape 2 version of the game was released). Other skills, like Cooking, were much more straightforward to obtain to the level 99.
This idea led to the first standard venerations among players (basically it was one of the aspects players saw as the aim of the game and something everyone aspired to attain as it often brought admiration and respect when other players learned of your levels). Lots of people in the game today would think that admiration is a bit silly since the majority of people today assume that you're just a "fucking nerd". As the time investiture makes all other MMOs look like a joke.
The ideas of alts or similar types of accounts (while at first not allowed by the rules) weren't something anyone considered as the primary account was extremely hard to "max out" (as I stated there was no way to do that in the initial version of the game). There were other accounts, but they were more along the lines of curious offshoot sort of accounts. They called themselves "skills" which meant they were trying to keep the basic Overall Combat Level of 3 (this is the level that the game begins with, whereas the maximum maximal combat level was 123) however, they were trying to keep this level at 3 while keeping their non-combat skill as high as they could.
So what is an average player, from a face at a glance, actually is an extremely dedicated player who tried to avoid combat , but also improve their skills which required lots of effort even in general. This was considered awesome and it is up to this day. I can imagine (I have resigned a few years ago, but this was far superior back in the past, as If you happened to run into an animal that swarmed your character, you had to go through 3 round of back-and-forth attacks between the adversaries and if you killed the creature, you were obliged to exp, which would force an exp increase, and you also earned exp for dying, which was very common when you were at a base level 3.).
The people in the community were far more different. Remember, this was before troll culture began to take off and people thought it was cool to be an edge-lord, hurling vulgar language.
What that made Runescape more special in this sense is that it was a browser-based online game with decent sprite , and 3D graphics. This meant that you could have a group of dedicated players, tripping away and being celebrated as legends. The majority of the game was packed with people who were having interactions with other players, trying to better understand the game, and making friends. It was quite different from the information-rich internet today where users can search a guide instantly and be taught the most efficient form of the game's leveling. So for instance, in standard games that collect resources today you are able to hold your mouse button down for a cut on a forest until it's cut or simply press one button , and your character will be in "tree cutting mode" until the tree has gone".
If you're playing Runescape Classic, you're clicking every time you want for your axe. It's not going to auto swing if you miss an axe, or even something like that. Extremely cruel. This is the reason AFK-Scape exists, and the reason there are a lot of players, yet just one of 10 would reply back if you started talking within the game's open world when you play Runescape today. Beyond Roleplaying servers, or the absence of attention-intensive high-level content the game is a desert in terms of connecting to players. I'm aware WoW isn't the only one to suffer this. moves like auto-Dungeon Finding and whatnot.
However, I'd like to provide some insight into the frequently mentioned grind aspect of the game, and how most of it was due to an accident , and a complete inability to estimate the persistence of players (keep in mind, our knowledge of how far players could go in 2001 was virtually not even existent). It's far easier today to play at a leisurely pace than it was in the beginning however, this can be a detriment to the respect that one could have typically. And also the thrill of being part of something everyone else was learning about along the way, isn't something that can be easily captured in any game. A guide is coming out in no less than several days for almost every aspect of games today.
Another thing I would like to see OP did not mention was that most similar MMOs suffer from. Doesn't the game have a classical tied armor and weapons system. Some items have value even in the end of game content even though you only need to be level 60 out of 99 levels to wield the item. There also is no "class system" which allows people to be proficient in any area they want in theory which is what makes combat enjoyable as people swap gear mid-fight in order to knock out their foe and defend against a certain type of damage. As if gamers want that when instead we want the content made by highly educated/experienced/qualified people.
This game leaves it open however, not intentionally and not because of its simplistic humble beginnings, and a combat system that is simple, yet off the edge exciting especially in PvP. I'm of the conviction that it is the only time that an MMO has recreated Runescape correctly, due to the type of tech it ran on, and also due to the fact that they don't have the capabilities (meaning they're not capable of imitating and building upon the same kind that MMO Runescape did) to think of the type of system RS gold was founded on.