Originally Posted by
corebit
I have to disagree with Smedley that content-driven model cannot keep up. He uses the most extreme example: SWTOR, where the production values for the class stories were high, almost too high, to the detriment of endgame content. As WoW demonstrates, a themepark MMO CAN keep up with the consumer, but it requires a delicate balancing of a bit of grinding here, a bit of content there, and spacing it enough to always keep that carrot (or at least parts of it) on the stick.
However in the other extreme, Smedley would be incorrect if he simply expects to just give a box of crayons to the players, and think that alone would sustain the game. There a reason pure sandbox games are very niche and don't attract as much of an audience as themepark ones.
I do agree with him on the point more player-driven content is healthy for an MMO, and most themepark MMOs are already doing that. WoW is coming with Garrisons, Wildstar with Housing, etc.