Central MMORPG developer doesn't remember Ultima Online. News at 6pm. snip...
Thing is, in early EQ, it was difficult to get to max level before new content came out unless you didn't have a job or played a strong solo class and OCD'd to cap. Back then, we called those people the hardcore players and to be honest, first kill guilds tended to be hardcore players with ridiculous amounts of time on their hands (ie unemployed or limited employed). I am not being factitious either (I know casual/hardcore is entirely different in meaning these days), casual back then meant you played 2-5 hours a night and maybe had a 6-10 hour run on a weekend. My guild all had working professionals (I was pulling around 60+ hours a week) and we played when we could and did raids on the weekends as we could. Most of us weren't even at level cap when a new expansion came out each 6 months. We were pretty much the average player in EQ and those who were always at cap and complaining were the small percentage of the hardcore player base. Those were the ones that the devs tried to "cock block" with ridiculously difficult content. It worked well, but as you pointed out there was a lot of drama concerning methods and approaches to defeating the content. That said, you don't spend all your effort catering to a small percentage of play style and that is all Sony did after a while as the raid game became the only reason for EQ (specifically obvious with PoP).
WoW certainly attempted to lessen this attention and balanced out a bit. Initially WoW was sold as providing the small group experience many of us knew from EQ and it was supposed to get away from the massive 70 main hardcore raiding focus of EQ. MC and Onyxia were originally supposed to be 25 main raids. WoW was supposed to rein in the ridiculous requirements of coordinating a massive amount of people. With instancing, it provided a means for players to experience content without having to get in line. Though that changed with Furor and Tigole pushing for large raids and pushing for yet another raid focused EQ. Remember all the promises of adding 5 man dungeon content? Remember early WoW and how dungeons were difficult, how multiple attempts at the zone were required to finally beat a boss? Well, when they started catering to the "occasional" player, they dumbed down the small group content, increased leveling speed, etc... and essentially forced the game to be a "rush to max level and raid" type of game. Of course, once they made that the focus, the "occasional" players complained about that division and so... what did they do? They dumbed down raiding as well. Now, new content comes out and people consume it in days, not the months it used to take.
The problem isn't content, raiding, etc... it is focusing on appealing to either a small hardcore crowd (like EQ did) or appealing to a extreme casual player. The result is a game that is ridiculously easy to play, to which content is consumed within weeks of release and players sit around complainign about the lack of anything to do or they are confined to retarded daily gimmicks.
What I think needs to be done is to go back to the extremely long leveling model. The average person should spend a few weeks or more in a given zone. That zone should have content of a range of levels. It should contain tons of secret dungeons, random events, mysteries, tough quests and puzzles, rare spawns and triggered rare events. The combat should be hard, extremely hard, not designed for easy consumption. With all that we have learned, classes should be designed to facilitate this type of play. There should be numerous types of non-combat skills and abilities that various classes and races have that are used to interact with the environments. Quests should be hidden and obtained through various means such as books found, a broken item found on the ground, an odd lamp in a shop, through a keyword conversation/comment with an NPC friendly or enemy, etc... Some things should only be seen or accessible at different times of the day. Dungeons should take many returns of quest solving and searching before it is finished.
Now I know... as Smed mentioned, that people will just "look it up on a site guide", but here is what I have to say to that... "SO WHAT?" The response to a locusts who consumes your content because they used a cheat site and then complains about there being nothing to do should be... "Umm, no fucking duh dumbass?". I mean, you don't cater to them or you end up with suicidal developer.
Now we all know there has to be some sort of a grind in the games. You can't develop enough content on a release to keep people from repeating things, but as I said... you do it by giving a worthy reason for repeating something, and more than just a rare drop. EQ2 was on the right track here with their dungeon designs. They made massive theme dungeons with hidden areas, quests, mobs, etc... and the dungeons were a range of mob levels. Many of them would require you to come back several times before you completed everything and some of them would change (new quests, mobs, etc...) based on the fact that you had completed certain quests.
The point is, people used to play the games for the content. This whole "rush off to max level to raid" wasn't the point in early gaming. Now I am not saying there shouldn't be all the things you mentioned. I think player communities and interactive features are great, but the idea that developer created content can't be sustained is not a legitimate point, rather it is an excuse for people like Smed to start catering to their next fad gimmick, just like they catered to the fad raid only focus games, just like they catered to the extreme causal crowd with easy content, and just like they catered to the "pay to win" crowds with their RMT schemes. The "sandbox" claim is another fad as the game won't be what you expect, it will be some idiotic sale point to entice the sheep into throwing away money.