I will start:
- Cash shops / Free to play
- Fast forward leveling to max level.
- World of states (killing open world)
- No more open world pvp or competition
- Solo play to end game
- Battle grounds (especially ones with no rewards that make your character stronger in the world)
- Play every class at the same time (taking away unique roles for groups)
- No death penalties
- Nothing to punish you for making mistakes
- Gear/Item binding
- Upgrade your class with the click of a button.
- What used to be 40+ class choices is now like 4.
- No more healers or support classes.
- Everyone starts at the same location and zones through the same places till level cap.
- These caps of you can only do this 2 times per week
- Releasing unfinished games with bugs that make you feel like a QA tester vs a video game player.
I'll add more as I think of some. But I think this is a good start.
Edit: Adding the things that give more detail on my opinion down below:
Comment by goprev - "I'm a little older than you i started playing Lineage 2 in C2 in a X1 server getting to lvl 40 for the second profession was eternal, endless hours of grinding as you may know, anyway a bit of old school mmo nostalgia right there. You pointed out my thoughts on recents games exactly, i think nowadays developers are afraid of frustrating the players ingame by its difficulty or by its system, generally speaking but specially in the mmo genre. Afraid that players won't buy the game or would stop playin it because its too harsh or doesnt have all those perks to simplify the experience. Everything is dumbed down, simple, easy, controlled, with no risk at all. For example new mmos doesnt really punish you for dying, you may loose time but that's it, no experience lost, no drops, nothing really, what's the point of dying then? You just can walk towards higher level mobs you never saw before get killed because you took no precaution and say "oh i guess they are very strong, ok back to this" there isnt the thrill of unknown, precaution, fear and strategy you had to apply in games where death punishes you. In lineage if i remember well it was 5-20% of experience loss and some items dropped sometimes, that was absolutely huge on high levels! And it created a challenging environement, grudges, if for example a PK killed you while you were grinding you REALLY wanted to kill him back, or just kill a guy who annoys you and hope you'll get enough time to grind off your PK level. The ingame life is non existent, every single interaction you have with other players has a programmed intermediate, there is no continuity, no players storys or very few. Like you said there isnt those sort of myths created around a a player, clan or alliance. In my server Antharas was beaten once or twice and everybody knew the name of the guys who managed it, even if you didnt participate directly into the story of the server you followed it. "Dion castle got sieged now this guys have it, hope their taxe rate isnt higher" that kind of things you know. And getting accepted in a powerful and known clan what a motherfucking honour, i truly miss that feeling! Anyway just to say that i agree with you, games aren't the things that they used to be. I did like WoW though its a fantastic game, but i got bored of it quite fast. I'll try GoW2 i'm actually downloading it right now lol. Nice to see that i'm not the only one having this feeling about games lately. (Sorry if my english isn't great, not my first language!)"
http://www.mmorpg.com/discussion2.cfm/thread/436845/page/1 -> http://forums.mmorpg.com/discussion/436845/what-killed-mmorpgs-for-you/p1
Retired Gamer: all MMORPG's have been destroyed by big business, marketing of false promises, unprofessional game makers, and a generation of "I WIN and GIVE ME NOW" (brought to you by pokeman).