Oh I agree. 12 months for me is a maximum. Generally it's much shorter. I have been known to play an MMO for a day and decide it's stupid and never want to look at it again.
Interesting. You've still put the time in but it sounds like its been more so all over the MMO landscape as opposed a steady date (snicker).
Anyways.
When my SWG days ended the subsequent games began to have a short lived span like that. Sometimes I think it was the initial 'rush' of something new, different etc. They each have massive similarities i.e. quest system, battle sequences, travel, economy, mounts, housing etc - the pattern is basically set.
I found it irritating by the time I played my third one or so; to keep running from one to another and I didn't want to fall into the mode of buying and trying everyone that came out - just to keep filling the thrill of things subtle. I'm sure I would've burnt out on them and cast the whole genre out the window. Especially since they cost a monthly fee to play.
I caved in and ended up playing 3 months of GW but even with a free MMO the results was still the same because the pattern was still the same. Quest, click hot button, perform action, slay, loot, raid, sell, buy better stuff, slot specials, level up rinse and repeat. Of course its mind numbing. After the thrill of new graphics and character animations wears off you're done.
I kicked them all off of my PC quite some time ago.
So in my opinion the only option left is for
*BOTH* the game manufacturer and the player to put forth an effort to fill the void that surrounds that pattern (because said pattern isn't going anywhere) with their own imaginations. Players need content that would basically distract them from that pattern long enough that they would actually want to go back to it and finish something up.
Non quest related stuff to do that would also count towards leveling but not totally necessary for it. That satisfies two camps from my point of view e.i. RP'ers and those who like grinding.
I like the notion of "systems" within the game that will interact with each other with or without player involvement. Ya you run across a zombie attacking a maiden and kill it without haste. Suddenly she then attacks you because your chivalry interrupted a Necromancer testing a new spell on her pet dead thing. Now what? :^O
That's also why I like the whole on the spot GM thing in HJ. You simply don't know what could or would happen and there would be far enough of a difference between players (groups also) so as not to have everyone experiencing exactly the same thing. Only generally the same thing.
To me HJ seems to be adding a very important aspect to gaming to accompany the expected features of the genre. The 'unexpected'.
Whereas with other MMO's we already know
exactly what will happen. Rinse & repeat.