Why do people associate role playing games with quests and levels and raids and thees and thous and high English and linear story lines and set, specific classes?
All of those things belong in a certain kind of role playing game, but none of them are required in order for a game to be a role playing game. Second Life, for instance, has none of them and yet it is a role playing game. UO in its hey-day didn't have quests or levels or raids, and it was certainly a role playing game.
The next big, really successful, long-term MMO will be one that goes back to the time before there were levels and classes and a linear story line. The reason most modern games have trouble with "end-game content" is because they follow a linear path. The problem with that is that a persistent-state game has no ending. Therefore, unless you are continually developing new content (and an expansion every year doesn't count), you will ALWAYS run out of end-game material. Once you get to the end of a string, there is nothing more there. Once you exhaust the "story", there's nothing left to do.
The next successful MMORPG needs to be an open-ended game with no classes and nothing but social norms restricting what you do. It needs to be a game based around a large world in which anything is possible and your path through that world should be of your own making. Think about virtually every MMO that comes out anymore...everyone starts in the same place, everyone follows the same story, everyone does the same quests, everyone goes through the same geographic progression. How is that immersive? In the end, everyone runs out of the same quests to do, everyone's already fought over all the same loot, and everyone ends up identical in the quest for "balance".
I would pay big money for a game in which nothing was dictated by artificial restriction or a contrived linear path through the game. The game should be simple and place emphasis on immersion into the game world and the social structure of said world. Grouping should not be forced or even encouraged, but rather should be done out of common joy of fighting along side someone or killing a bigger monster. One should be able to go anywhere and attempt to do anything right from the beginning. Linear progression through skill trees and levels are just more bullocks and artificial restrictions. I'd like to see a skill-based game that combines player skill and character development. The player skill aspect should not overshadow the character development aspect, but equipment and "skills" should not be the sole deciding factor in a fight.
My opinion is that World of Warcraft is a fine game for people who like to play in a tin-can and follow a tight-rope through the game. The biggest problem with that game is that World of Warcraft was the first MMO that was targeted towards everyone, and as such is the most successful financially. Hence, other developers try to emulate it. Virtually every MMO to come out in the last few years have been direct clones of World of Warcraft. Warhammer Online, from Mythic, was to be the spiritual successor of Dark Age of Camelot, which was pretty much the last open-ended MMO to be developed, but it ended up being a carbon copy of WoW, right down to the linear progression through the game. At least with DAoC, you had freedom, and as long as you were careful or had the money, you could pretty much go anywhere right from the get go. Of course, as Mythic saw the popularity of WoW, they adjusted the game to the point where they made it just as linear.
WoW didn't ruin the MMORPG industry. It simply drew many developers that otherwise would not have been involved in such an industry and spawned a shit-ton of copy-cats. Hopefully, we'll get a developer in here who is interested in building an immersive world based upon choice and society, rather than a contrived story line and preset character progression. Maybe this game will be that. Maybe it'll be another WoW clone. Either way, I'll give it a look in the hopes that they will give us a real role playing game that allows us to choose our roles, rather than thrusts them upon us.