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Soon, the 'massively' may have to be taken out of MMORPG. Here are some ideas that might help.
1. Less dramatic difference in level. Some might say that we should get rid of levels entirely, which is one option, but let me suggest an alternative. Bring the scale of the game down and design it so that each level makes a smaller leap in power. This will bring everyone closer together, open up more areas to explore ealier in the game, keep those areas valid longer and close the PvP gap. If you have more areas to and more people to contend with at any given time, I think that would help build a stronger community.
2. Slow down. There seems to be a standardized rush to max level. By doing this, there is strong distinction between max level and those whom aren't. It separates the community. Get rid of that endgame line. Make the activites that are enjoyed at the 'endgame' also approachable to others. This kind of goes along wtih my first point. I think that if more of the content can be enjoyed my the majority of the players, then less specific content has to be created and more focus can be placed on stuff for everyone.
3. No more instances or phasing. These fatures were created so that other players coulodn't screw with each other's agendas. Yes, camping was a promblem, but I think there are better ways to solve it. Either do something like what Guild Wars 2 is, and make the content that players would ordinarily camp or fight over, instead, a communal effort. Or, just add randomization, so that people can't camp anymore... or both, or a variety of things that I didn't think of.
4. More random content. By this I don't necessarily mean that stuff unpredictably happens (though, that's part of it). There just needs to be more arbitrary content out in the persistant world for people to enjoy; random events, monsters, items and other valuables. I, like many other players, just want to do their own thing and not have to follow a set path. Give the players the freedom to set their own goals. That sounds a little sandboxy, but it doesn't have to be competely unstructured. Again, harkening back to my first point, take tiers away from crafting and harvesting. That way the variety of materials are just as useful to a veteran as a novice. So really, if all someone wants to do is collect stuff and craft, it can be a viable option. Those are just some ideas, but really anything that gets people out in the world to interact would be work.
5. More flexibilty with customization. I'm one of those people that advocatres a classless system. Here's why: I tihnk ballancing is overrated... to an extent. Developers put so much focusing on making a game evened out that it kills some of the flavor. Part of the issue is that classes need to be about the same, or some of them wouldn't be played. Now, with an open class system, it would be much harder to control that aspect, and the same thing could occure; such as, if the most optimal build were discovered, then that's all people would do. So, the only ballancing that would need to be done is to make sure that there isn't just one, or two, or even fifty optimal builds (or make sure that some skills aren't blatently OP). By not pigeonholing playstyles, people will have to work together in different ways. Not only that, but it will keep PvP fan on their toes because every situation will be different.
6. More diverse combat. I think the reason that quest girnding has taken over is because people got tired of kill grinding. Part of the blame can be put on the combat. Auto-attack and colldowns make fighting quite repetitive. It goes further than that, though. The monsters, themselves, have all been homogenized. Most enemies in games these days are all apporached the same way. Give mobs more qualities to base your strategy on, like: element, race, size, behavior or anything else that makes each enemy a different experience. By doing this, many monsters may not even be apprachable by some builds, causing the need for other players to compensate.
I guess that about all I can think of at the moment. If anyone thinks some of these might not work, or if you have some to add, let's hear your thoughts.