Things that set Ultima Online apart form every other game

It seems like the ultimate goal for this game is an MMO or at least a strong multiplayer element. The more I think about it, the more I see Ultima Online: Renaissance as a good place for Utumno to borrow ideas. The big thing that set Ultima Online apart from every other game is its non-gameplay elements; things that don't affect the outcome of your character nor the environment.
1. Books: You could buy and read stories, you could write in them, leave messages, leave instructions, etc; just one of many non-gameplay element that added depth.
2. Sailing: After a hard day's work of mining cliff sides from our ship, my friend and I would set out chairs and tables and surround the ship's deck with lanterns and share an evening dinner out at sea.
3. Games: Chess, Checkers, Dice; Dice were helpful in making decisions.
4. Clothes: I used to have different outfits for different occasions. Dyeing my clothing was especially important as well.
I understand that because of the graphics engine, some of these ideas may be hard to fully implement. I'll add more as they come to me.
1. Books: You could buy and read stories, you could write in them, leave messages, leave instructions, etc; just one of many non-gameplay element that added depth.
2. Sailing: After a hard day's work of mining cliff sides from our ship, my friend and I would set out chairs and tables and surround the ship's deck with lanterns and share an evening dinner out at sea.
3. Games: Chess, Checkers, Dice; Dice were helpful in making decisions.
4. Clothes: I used to have different outfits for different occasions. Dyeing my clothing was especially important as well.
I understand that because of the graphics engine, some of these ideas may be hard to fully implement. I'll add more as they come to me.