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(Long Post Warning)
The key to pushing forward in the MMO space.
Looking back on a lot of previous games I've played, the one thing that I think brought their downfall or ultimately is leading to it this day, is that your time spent = your competitive capability.
If player A did not grind as much as player B, they are at a disadvantage, regardless of skill level. This is well known to be found in many MMO's.
Gamer's time on their hands does not and won't change their attitude or passion towards a particular game or genre. A competitive player, whether or not he has X hours to spend on the game or not, wants to play to win with his/her team or alone the victor depending on the scenario. But now one can see how hard that is when there's about 100 prequisites you must meet in order to do content, content that a serious minded gamer would be interested in.
It's not about that anymore, I think at this point in the industry, this is whats going to be the big shift. Whether or not you enjoy the games, games such as Guild wars 2 or League of legends preach this message, and I do thank them very much for making it clear. Blizzard and many others approach to appealing to more people was, Difficulty levels for all. If you have less time do easy content, more time do harder. There are so many voids to that formula. But games such as GW2 show different methods, you can enter structured rated pvp your first day of buying the game, no grind. You can participate in large scale battles, day one and feel like your making a difference. Huge bosses, start at the low levels, and only get better by max level.
These are the kinds of things we need more of. Now a lot of people don't like challenging content being thrown at them at lower levels and want to time sink. I propose in addition to low level bosses pvp and such, Dynamic end game bosses, something we see being attempted by Blizzards flex raiding. Essentially I see the perfect system being from 2 people - X people , X being 10 ideally or maybe even more. Getting two people is not hard, organizing 10 players to get the job done would require that time sink, but you would gain greater reward from it, receive greater challenge etc.
The MMO juggernaut, WoW itself, lost droves of subscribers. They try to balance content based on this----> time spent=determined difficulty level= characters progression rate. There is no flow chart to that, it is one linear path. You may have the potential to destroy the hardest boss, but only the time for LFR. Therefore leaving LFR players as LFR players, and people with time on their hands as top tier. No depth or consistency.
I strongly believe The future of Industry changing MMO's, lies in accesibility not through difficulty, but dynamic or scaling systems of content and progression. It is the key to providing something for everyone, without telling them what that something is and without limiting their skill progression and character progression.