Bertylicious said:
Basically the way to revolutionise/liberate MMOs would be to get rid of the need to play with other people.
So instead of an MMO, you suggest they just make an O?
There are three successful types of MMO. WoW, Eve and Guild Wars. Three different business models. The first two have subscriptions and microtransactions, the last microtransactions only. Eve is the only unsharded MMO I know of (at least only one of any actual size). Eve has real time skill advancement, while WoW issues all subscribers with a carrot which is affixed 2/5' in front of their heads.
The trouble is that content is finite, as are gameplay mechanics. Anything you do will need to follow one of the aforementioned models and have mechanics and content that player are happy to a) spend money on and b) do so for a long time. WoW achieves this with the aforementioned carrot, rewarding max level players with a single token of some sort for all their hours of gameplay. Combine 40 such tokens, after a playtime of say 80-120 hours over the course of a month, the player gets some new shoes, Blizzard get $15 and the process starts again (for gloves this time).
Eve achieves it by making things dynamic. Players can affect the world and derive personal and guild-wide benefits for achieving their aims. The dynamism keeps things fresh and immediate, as is the need to log in to make money, replace ships, ammo, etc.
SWTOR came closest by adding RPG back into the MMORPG genre and I think it was done well. Secret World recently tried to incorporate puzzles and mental challenges alongside gunplay magic, perhaps less successfully. I don't know what other "revolution" we can expect, but if you stick it onto a lacklustre game, it won't matter.