2. Permadeath and Aging
This is the basis of the MMO I have on paper. There's an important part to it tho: Losing is Fun.
In order to have people not ragequit when dying, you have to make dying a vital (pardon the pun) part of the game. There should be some upside to dying (in some cases, dying may be necessary). How do I imagine such a system? For one, I separate the player "character" from the player entity, which I guess you could call a "soul". Whenever you die, you have a lot of options to play again - depending on playstyle. If you had your own children, you can continue play as one of them. Or take a random basic non-plot NPC and take over it, "evolving" it pokemon-style into Player Character status (note that the game has a population of NPCs of various levels, ranging from actual walking people to statistics in a town). Maybe you could get a heirloom item from the previous PC (most items should be unimportant and trivial - except for maybe one or two named items, getting fully outfitted in Plate Mail armor is easy). And in the worst case scenario, if part of your playerbase is so adamant against reincarnating, let them create a "clone" character of the last one... basically a char that rolled the same stats.
Heck, if you don't want to die, just "retire" and let your old character become a NPC (who will go on and do NPCey stuff like becoming a blacksmith or a king
).
Now, back to the part where there's a point (bonus?) to dying: there were a few ways to do this, but my idea was to have some sort of "unlock" system where the player "soul" gets abilities it can apply to his characters, but only on reincarnating. How to actually unlock or what it is there to unlock, depended on tasks you accomplished while being alive. This may include skills, professions, technologies, I dunno. I'm thinking it could be kinda like a single-character-per-player game of Civilization.
Yeah, aging would be a cause of death. Also there could be artificial means of longevity, with certain limits (you could play a character that wants to live forever and end up being a 500 year old epic cyborg lich or something that gets killed eventually by a bunch of heroes and his left pinky becomes a priceless artifact
).
About the story part: the whole point of this was that the story of all characters up to their death and who they fathered, was stored sort of in a DF way: as Legends that you can access like a blog, and look up other players.
5. Exploration
The world isn't static. Natural disasters could change the landscape permanently every lots of years (longer than a generation, at least), moving landmasses and destroying cities. Cities aren't hard-coded either, being created by nameless NPCs by some algorithm, or founded by a party of player adventurers, but gains a life of its own anyway. And if the game is big enough at generation, it could take a reeeeally long time to map completely.
6. Item Variety and Customization
IMO, it would be much cooler, instead of having "awesome loot" like in games such as WoW, a PC could have/make a really cool signature item or two. Since dying would probably mean that you lose most of it (otherwise it would be silly) I would make most of your equipment easy to replace. Then the few signature items could be inherited or something. They could be really really awesomely customizable, and probably require unlocks or help from friends with special skills to make unique items. Or a bunch of players could get together to use all their traits to make said items.
Generic economic resources (iron, mass-produced weapons, food) I probably would handle in a more hands-off way: not make a player craft everything himself. Owning a business and setting production instead of getting carpal tunnel, maybe.
8. Setting
I agree on this about Fantasy Tolkien/D&D type settings being overused. However, part of the charm of this game could be that the setting isn't static. Since characters age and time goes faster than real life, you could have a game spanning hundreds of years. You could even start at a stone age, go thru a Tolkien stage, continue to various RL inspired tech levels (such as steampunk) and maybe end with cyberpunk or space travel or whatever. It could even be an endless cycle (like how a lot of fantasy settings are set after the fall of a high-tech civilization).
An important part of this is the concept of persistence. Here's a good read about it:
http://phantasmal.sourceforge.net/DGD/LibWriting/Persistence.htmlI think also that the concept of "leveling up" is overused in games. Why do you have to do stuff to be better? Maybe you want to go to college to get awesome scholar skills... but who wants to roleplay 5 years of higher education in a MMO? Maybe you should simply get better over time quickly until you're awesome, regardless of what you do. I think it was an early version of FATE (pen and paper RPG) that allowed you to create your character in stages (usually representing childhood, youth etc) and some people roleplayed said stages, assuming any character group happened in-between with a fixed amount of "points" for each player to spend.