MMORPG Evolution
1up.com has a piece looking at how Massively Multiplayer Online Games have evolved from the days of UO and Meridian 59. From the article: "As far as the genre has come, though, MMO gaming has still only barely grown out of its infancy. Blizzard crows that 4 million users globally are hooked to World of WarCraft-but that leaves 6-billion-plus people on Earth yet to be reached. Are MMOs doomed to continue fishing from the same pond of players over and over? Major publishers are asking themselves that very question right now. So are we. Developers must do six very real things to make MMO games reach out to even more people: rethink monthly fees, manage in-game economies in new ways, explore new worlds and themes, use new technology to change the way people access games, weigh the balance between structured storytelling and open worlds, and foster a better sense of community among players."
Way back, when the dinosaurs still roamed the earth, I used to play muds religiously - Sanctuary, Armageddon, 3K, I loved them all. Lucky for me, my roommate failed out of college due to mudding, which caused me to take a hard long look at my life and come to the realization that while I wasn't failing, muds were certainly keeping me from excelling. I dropped them cold turkey, which was probably one of the best things I've ever done. I've always followed the MMORPG scene quite closely and have always wanted to get back into it (especially since I had a number of friends who played Everquest). Finally when WoW came out, I decided that I was at a good place in my life and career and, after a long talk with my wife, I bought the game. At first it was great - the quests didn't take too long, I could play an hour or two a night without any problems, and I had a great time. Unfortunately, I quickly got to a point that if I wanted to accomplish anything at all in the game, I'd have to sit down for a solid three to five hour stretch (sometimes for several days in a row depending on the raid dungeon). That simply isn't practical. Additionally, while I enjoyed the social element, you simply can't walk away at any time - to an extent the game dictates when you can quit. I finally quit WoW when it became clear that I'd never see the new content that was being released as all of it was catered to the hard core player.
Is it possible to appeal to the casual player? I believe so. For example in Guildwars, you can hire henchmen which allow you to play by yourself when needed and still progress in the game. The MMOs out there demand that I work my schedule around them; instead I need the games to work around mine.