I am planning to create a different kind of MMO once I have a bit more experience programming: one with three ways of playing: as a king, noble or worker, as a hero, or as a dungeon master. The story would be created from the interactions between the three.
Oh, a little more info on what the dungeon master does?
Master of Monster Lair had a very interesting mechanic. If ungodly grindy. You built the dungeon and furnished it so that monsters would move in, then you'd go in and clear them out, steal their stuff, sell it for gold, and improve the dungeon.
I was thinking about getting that game...
Anyway, the dungeon master would be most easily described with a comparison to starcraft: The DM is to the king, what the zerg are to the protoss. The kings would hire heroes and weak NPC soldiers to fight off massive hordes of monsters created by the DM, and eventually invade their lair(if you could find it).
Basically, the king would play like a city building sim(and would include scripting for NPC merchants and things), the hero would be a traditional hack-and-slash game, and the DM would play like... a combination RTS and DF construction(traps, secret passages, guardians, if a DM loses their dungeon they have to start over, so it will be well guarded)
Morrowind was a much better game than DA:O, in my opinion at least. The hundreds of hours of side quests were often quite fun, and the expansions made it even better. The game was actually better before Oblivion came out, as there was a vast database of mods, some of them almost professional in design.
The only problem I had with morrowind was really my fault: I
roleplayed a munchkin, which is only fun for so long after you become an invincible, spell-slinging, lock-picking, warrior.