Would you play a MMO that had these features?
-Permanent Death: Character would have 100 or 200 lives (not finalized on the numbers) and after the last death, was basically deleted forever giving death meaning and something to be avoided and feared as it should be.
-Interactive world: Where you can grow plants and trees, cut them down, build structures out of the wood that exist in the persistent game world. Walls, homes, shops, etc.
-Player ran economy: All items in the game are craftable. No "epics" as modern MMO's envision them, there would just be different types of items that varied in quality and effectiveness based on the skill of it's craftsman and the materials it was made out of.
-Balance not revolving around every race being equal: We think it's silly that a little goblin can become as strong or even stronger than a being many time's it's size and with muscles larger than the goblin's head. Would you like to play a game where each race had different advantages and disadvantages to balance them out instead of having them all basically have the exact same stats, stat growth, and stat potential where the only real difference is what they look like?
-No Classes: A game with many skills in many areas that you raise by using them with no artificial systems to prevent you from using any kind of armor or weapons you wanted and instead having advantages and disadvantages to each armor type instead so you can choose the one you prefer to suit your playstyle.
-Magic Is Overpowered: Imagine for a moment that 75% of every player or character you encounter doesn't have magic power such as the case in modern MMOs. Magic would consist of multiple subskills and be very difficult to raise and almost impossible to master. It would also be dangerous, not only to your enemies, but to your friends and even yourself as well. Spells also don't come from mundane spellbooks that everyone has access to, you would craft the spells yourself by combining different components. You could cast with varying combinations of mental components, physical components, and words of power. However, you couldn't simply look at a website like wowhead or mmo-champion to convenient get the combinations for each spell, because they would be unique to every character created meaning you would have to actually spend time dedicated to learning and experimenting with magic to truly unlock it's mysteries. However, such dedication would be rewarded by wielding extreme power that a non-magic user could never achieve.
-Mounts that are actual creatures: Buy a horse and ride it where ever you wish to go. When you get off of it to fight something, the horse remains there where you left it. Maybe it'll even wander off if you don't tie it to something because it got bored or hungry. No more carrying hundreds of mounts in your bottomless back pocket. Mounts are something you must protect and take care of, maybe even form a bond with. Players who are skilled in the ways of animal taming could even provide mounts to other players, for a fee if they wished, for anything from mundane horses to much more rare and unique creatures. Some that may even be powerful enough to help you fight in combat. It should be noted that some races can also act as mounts for other races, and that the only mounts capable of flying will be other players.
-Skill Based Archery: Instead of simply right clicking an enemy and autoshooting, archery would require a player to actually aim the weapon. The arrows would be extremely deadly against unarmored foes, but much more difficult to use.
-No faction restrictions: Rather than having a couple or a handful of predetermined factions you must be a part of and completely not allowed to interact with opposing faction members, imagine a world where you make and follow your own rules. You choose who you want to play with and who you don't. Develop friends and enemies naturally through your own experience instead of being drafted into a conflict you couldn't care less about.
-Player Cities: There would be only a few NPC cities in the game that exist mostly as a starting point for new characters, the majority of them in the game would be crafted, owned, and ran by players. You might choose to live alone in your log cabin in the woods, or maybe instead you'd rather help forge a pioneer town out in untamed and undiscovered country and perhaps over time with enough people joining your settlement it may grow into a bustling city or even be the heart of an entire kingdom. It is entirely up to the players.
-Hirelings: You can hire NPCs to work for you, dress them however you like to suit any kind of uniform your guild, town, or kingdom may have or equip them with weapons and armor and make them act as guards for your city. They will follow any orders you give them provided they are compensated for it. It allows protection and security for your settlements or perhaps just an artificial companion or two to help you explore the world and fight off enemies should you desire and be capable of affording it.
-Your character is what you make it: You won't find any "You are the hero, savior of the entire world!" quests and nonsense here. No pre-scripted and linear plot you must follow. Your character could be a humble blacksmith or miner at the beginning and just enjoy running his shop and supplying your city with fine arms and armor. Or maybe when business is slow, or if you're just itching for a little more excitement, you could begin to dabble in swordsmanship and perhaps go out with other citizens to secure the outlying areas around your settlement or perhaps explore a dungeon. Your character will get as much or as little combat as you want. You can survive entirely as a craftsman, trader, or even diplomat if you wished without ever having to fight. You could also be a warrior, either alone, or perhaps some day lead armies of other players against rival kingdoms or against powerful foes. You don't need to pretend to be the hero at the center of the story to have fun, especially when you know every other player is the exact same supposed hero and has done all of the same quests, events, and killed the same people. In this world, your actions matter. You might live in obscurity if you wanted to but you might also accomplish some feats worthy of being known and remembered. It is all in your hands.
-Deities: Although arcane magic is extremely limited, there will be a handful of gods that each have different spheres of influence in the world at large. A player can build a shrine to any of these deities and become a priest in their service. However, such power does not come lightly or automatically. Other players must declare which shrine is their place of worship and for each additional player that worships at your shrine, the more potent blessings your deity will grant you. This creates an organic pyramid of power to also limit the divine power players have access to so not every single player can be a priest either and it keeps power limited to a small percentage of the total playerbase. If you were truly dedicated to being a priest, you could be, but it is not a path taken lightly by someone who just wants "magic powers". Players will be inclined to choose a deity to worship because it will provide some passive benefits to them for doing so but it is by no means required. Players must also visit this shrine periodically to maintain their benefit, for example perhaps once a week. This encourages them to support their local priests because it's more convenient. A priest will function more like a classical spellcaster, they will have more predefined abilities in the form of blessings and miracles they can cast and the abilities they have, their potency, and how often they can use them, are all based entirely on the number of players who declared their shrine as their primary place of worship. The priests themselves can also choose a shrine that is not their own as their primary place of worship, this empowers the owner of that shrine with the combined total of all of that priest's followers as well. This opens up the possibility for political power within the priesthoods of each deity at the higher levels, although, once again, it is entirely optional to go this route. The most powerful priest with the most number of supporters, both direct and indirect, is the Hierophant of the religion. This gives them additional abilities unique only to them. The only way to dethrone a hierophant (other than permanent death obviously) is by having another priest obtain more followers. Since followers must "refresh" their place of worship periodically, this prevents a single player from ever ruling forever (especially if they were to stop playing) because any single priest has the potential to become the hierophant of a given religion, they just need support from the masses to do so.
-Passion: A game created by people who made this game out of passion and drive to create a game they wanted to play. Not conforming to any norms or standards set by others, but making up their own rules to make the game their own vision. Developers and staff who prioritize the game's quality and vision above all else, even profit. A game that is NOT DESIGNED TO APPEAL TO EVERYONE. It is fully realized to be a niche game that not all people will enjoy, but even with only thousands of players instead of millions it is enough to pay everyone's salaries so they can continue developing it and improving it and providing more dynamic content to experience. Also, WOW's millions of players are spread across countless hundreds of servers. A single server with thousands of active players has the potential to be more densely populated and full of more people than any WOW server or comparable MMO you will ever play, it is about relativity. The total number of subscribers doesn't matter, it's about having enough to make the world feel alive and always having people to interact with.
I could go on, but I think i'll stop there. Would anyone be interested in playing such a game? I just want to get a general idea.