I'm not sure they have the resources or creativity to work on anything new. I tested Keystone and that died long before it got out the door.
Re. "emergent" - I think another huge mistake they made was not nixing "coptering" immediately as soon as it showed up. People got addicted to the speed, which again nullified the maps, and meant they had to introduce the new movement system (the more advanced parkour system). In and of itself, the new parkour system was well-implemented, but the incredible speed you could cross maps with made the extant maps seem seem psychologically tiny. IOW by leaving coptering in for so long they allowed the playerbase to get used to the speed, and in that way DE created a rod for their own backs - because once the speed was in the game, you couldn't take it away.
I wasn't around for coptering, but the idea of moving around the maps at a slow pace sounds like a nightmare and I would have quit ages ago if I had to crawl each map given how much grinding there is in the game.
I actually came in just as coptering was, ahem, taking off, so I played the game "straight" for quite a while, in teams most of which also didn't know about coptering (which at first was something you had to discover on the forums, or from team members who knew about it).
It was fine, in fact it was - dare I say it - more immersive. The maps felt big and dangerous, and again (going back to the sense of community) there was more of a sense of camaraderie, and more of a sense of sticking together between vets and newbies. And even at that stage, you weren't exactly slow, and there was some parkour too, just more limited than the later version. IOW, the "balance" was just right.
As coptering started coming in, you started to get a phenomenon where some members of the team - the ones who knew coptering - would zip ahead and leave other team members who didn't know, or who were newbies, behind, baffled. So the sense of teamwork was lost to some degree. And then eventually everyone knew - and then they had to introduce the new parkour system to "make it official" (the speed).
But here's the thing: as everyone's speed increased, they had to bump up the mats reqs for gear (otherwise players would have been getting gear faster and - in terms of traditional dev theory at least - would get bored with the game more quickly). So then, whereas before you could get the mats you needed from x number of missions, now you
had to do x+1 or x+2 missions in the same amount of time (because everyone
could). Now in one sense of course that's a wash, because you were spending the same amount of time in the game and getting the same amount of gear for it; but in another sense it meant you were "wearing out" your feeling for the maps more quickly. Instead of one mission that felt serious and consequential, you were doing 2 or 3 maps in about the same time that felt more inconsequential because of the speed. Hence psychologically it started feeling even
more "grindy."
So on the one hand, it was more "fun" because of the speed, but on the other hand, quite a bit was lost psychologically in terms of one's feeling for the
mise-en-scène. On the sliding scale of "gamey game"-ness vs immersion, it slid too much over to gamey-game, and the feeling was less like "we iz a taem of future ninja superhero warriors" and more like "gotta get the things quick to get the thing."
Also, people stopped talking to each other as much in-mission. When things are a tad slower, there's scope for a bit of chit-chat as you go. But if everyone's concentrating on blitzing the mission to get the thing to get the thing, nobody can be arsed faffing around fumbling with chat. So it was more like the way MMOs went - people were more soloists who happened to be on the same map, instead of teams on a mission.