Randin
Trakanon Raider
Looking at the last line, the relevant question, I think, would be: does it have to be? We all look back fondly on EQ1, but one thing that EQ did at I feel could be said to set the industry back, is set the standard of combat and adventuring being the only fully fleshed-out game elements MMO designers bother with.Well obviously restrictions would apply. All mmo's have a number of restrictions in place to keep the 1 percent from ruining it for the rest. That's just good business. The tools AND the restrictions are what is being discussed. Nobody said it would be exactly like Minecraft. Minecraft is just the only example of world building sandboxes to reference atm.
Personally, I don't see EQN doing anything that revolutionary with their world building tools, just more of what we have already. Which isn't a bad thing. Non-instanced housing, and guild halls that are built by crafters plus some new features. The new features are probably the ability to create other structures that are necessary to build a settlement / city of some sort in the wilds. Clearing forests, digging mines, planting farms for food, etc before building the settlement is all easily doable within a mmo without creating Minecraft levels of freedom. And wouldn't require too much new tech from the programmers.
How that will be fun for adventurers who just want to hack and slash when they play is another thing.
To toss out an example, if an MMO decided implement a farming system, where players could grow crops for use in crafting, or selling on the market, they don't need to grab the adventurer types with it, they need to get the attention of people who play games like Farmville and Harvest Moon. Make farming engaging, and complex enough that it could be a player's sole focus if they desire. Having fully fleshed out gameplay options that aren't focused around killing mobs for loot might actually be the way to expand the MMO market, pulling in players that enjoy non-combat-oriented genres..