I agree with you Oluf. I have been, and still am, frustrated at how primitive MMO's really are. The best singleplayer games are much, much better than the best MMO's in terms of gameplay. They offer a tighter, more meaningful experience, while the MMO gets away with gameplay so basic it ought to be outlawed, something that very often feels like a slap in the face of the player.
What should even this out is the social aspect, yes. For many people it's somehow nice to run around in a world where others run around, nice to be able to chat casually with others. When you get home after a long tiring day at work, you do not neccessarily want a tight, intelligent game where you have to work and think too much. But a casual, easy game with obvious rewards, while you chat with others, that feels good.
For them anyway. And why are gamedesigners continually making the same MMO's, trying mightily to say that their MMO is unique, while in reality they only change cosmetic things while the underlying mechanics are always and constantly the same? It's not that they want to be millionaires, but they want their game to be released and not die off quickly. The MMO market is crazy, and it takes a lot of effort and money for most games to get to the launching stage. Now, you can keep all these tried and proved game mechanics, fiddling a little with veeeery small changes here and there (Conan: The players first go through a singleplayer game before meeting others. LotRO: You gain traits by doing things, etc.) OR you can go all out and infact design a whole different MMO, a new way of gaming and interacting, something that completely breaks from the mould of MMO's (Seed).
As a gamedeveloper, especially as you get older, you do want to do the latter. But, that's where it gets to be very, very tough. You have to sell your idea to investors. Yes, that's usually where it ends, unless you can really show what you want and that there is a market for it. Or you could have the money in your own gamefirm, by having made a lot of other things over the years. That's even more unlikely, but Bioware and Blizzard are like this, and their success with other things also means they can easily get money. And who knows, maybe Bioware will innovate the MMO market slightly.. But the best bet for an original MMO comes from small, very brave and hopefully skilled developers.
Yes, Seed could have been something truly unique, showing others that it IS possible to do something original and not just a new (slight) spin on the usual fantasy/grind/combat/level-gain formula. Others might have seen this and stepped up if it had worked. But.. It didn't work, which is really, really sad. Other small, unique games are in the making or already out there (Wurm Online, Adellion, A Tale in the Desert), but they are not done by professional people (they are ugly, some are simple, their release are uncertain, and they do not get out to a broad audience). Seed could have been a turning point, but sadly it was not to be.
And I'm going CRAZY over all the combat you have to do in MMO's. Like that was realistic or fun.. Oh wait.. It is.. Right.. Kill 40 woves, loot them, buy equipment, level up.. Do NOT think to yourself: "Hey.. Why am I doing this?".. You are doing it to level up so you can kill 40 bears instead, and otherwise do exactly the same and get some slightly different equipment.. How easy it is for gamedevelopers to create this sort of content. Sure, they have to work, but they hardly have to think. Which goes well with the player not thinking much doing this either
Uhm, right.. Anyway.. As long as the masses actually support these very, very sad gameplay mechanics, that's what most (or all) developers are going to do, because the workload put into a MMO and the risk of financial ruin are immense. You do not take chances with this, you create what you know people would like, and then you add your own twist as you can (and that twist is, when you think about it, very small indeed).
Maybe someone tries somethin like Seed again, and maybe it will work out better then. You do not need 1 million subscribers to be a success, EVE Online already proved this, and that is, really, a unique and great game in its own right, if not really a RP game. If you want to make a RP focused, unique game, then you're looking at attracting less than EVE's 150.000 (I think) subscribers, but if you know what you're doing, 5000-10000 subscribing customers can be enough to sustain the project too. The trick is to get these people where you want them before the money runs out.