Many newer MMORPGs have no exact "zones" but they all have areas of some kind where players adventure: kill mobs, explore, sometimes buy and sell goods, sometimes start or end quests, etc.
Open, "outdoor" zones:
Just a few thoughts on MMORPGs before I forget them.
There will be a day when truly dynamic MMORPGs arive. Content will not change at a rate of 30 day patches which alter a tiny fraction of content. It will change minute by minute. It will be far more like playing D&D in person with a real DM then versus a static environment. And it will not be a PVP gankfest. If you want great PVP, go play counterstrike. Massive Role Playing is not that.
I just wrote a post about what is "wrong" with Everquest (Eq), and I felt rather guilty. I actually enjoyed Eq for quite some time now. I have played roughly 3 years so I have some perspective. I have introduced my wife, sister, mom, and two good friends to Eq. We all talk about it from time to time although sis didn't really take to it the rest of us played together quite a bit over the years. Actually, right now I have not played in some months and I can't really see playing further.
In taking action it is wise to consider not only the direct results of the action, but what kind of precedence it sets for others to follow.
Section I: An Example
So you think that money is the root of all evil. Have you ever asked what is the root of money? -- Ayn Rand