Well so is Ultima Online, Lineage II, EVE Online, and several others (1997-2003). Those games were never catered to the casual crowd since those players were focused on console games, and companies didn't attempt to attract those type of players anyways: post 2004 things drastically changed.
Part of the complaint is the lack of "The Grind" but I think it goes much much deeper than that. I do wholeheartedly agree that the lack of a community (because games post 2004 made it very accessible to solo and duo in most situations) that many no longer care about building or maintaining any sort of community. Obviously it is never perfect since you have to take in the good with the bad (such as drama etc).
Many folks here who have played FFXI, and especially folks in MMORPG.com, have been waiting for that next MMO to capture their hearts like the so called "first love." This is especially true if your first MMORPG game was released somewhere between 1996-2004. Companies trying to "bridge" the casual and hardcore has ultimately failed in almost every regard post 2005. One of the very few companies that still tailors (to some extent) to the hard cores is CCP. One of their upcoming MMO titles called "World of Darkness" will have perma-death for example. Everyone's definition of casual/hardcore varies and that isn't the point of this post.
But the problem goes much deeper than grinding, or community, or the PR talk of having "challenging encounters" which almost has fallen flat post 2005. I think "One" of the main problems are the ingredients used in a MMORPG title: especially for 2012-2013 and beyond.
If you add the following ingredients (especially for a large company having a team of 150-200-300 or more):
1A. P2P model or 1B. P2P model with cash shop.
2A. EverQuest I/II/WoW clone or 2B. Lineage I/II/Aion clone (Clone being defined here as taking 90% or more and making it virtually the same with subtle differences). Nothing wrong with having "some" familiarity, but you need to separate yourself from the pack unless you are an indie company.
3. Going the theme park: extremely overused route [medieval fantasy or futuristic fantasy] MMO instead of going the sand park route.
4. Generic endgame content.
5. (Optional) Bring in maybe 1 brand new thing to the table (or a feature rarely used by other online games).
If you add all that up you will have a product that will most likely fail in the long run, especially if it follows a P2P model. It reeks of the been-there-done-that. And the majority of the people leave these types of theme park MMO games in under 6 months (fatal for P2P companies that employ a large team) since it needs a considerable amount of revenue to keep them P2P. Hence the flavor-of-the-month.
Key Point: Trend
Note that the majority of P2P games that run from the standard $12.00-$15.00 range have gone F2P or are using a hybrid model with a cash shop. The P2P model that FFXI players are used to has become so unpopular that from the year 2010 till now there has only been 5 MMO games that released as P2P (there are over 550 MMORPG currently). Rift, SWTOR, Xyson, FFXIV (although everything is riding on Version 2.0 and Yioshida has said he is open to the F2P model in a recent interview) and I am sure I am missing one other game. So there are 5 in total.
The genre has become stale, in part because of these reasons. And all of this is just the tip of the iceberg.
XI Wiki



