Timothy Burke has posted two pieces on MMOs:
Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations was presented at the 2001 Bristol conference (feels like it was 10 years ago). It discusses economy and players in MMOGs and I think it was the first time I saw Bartle’s player typology in action.
The newer piece is The Narrative-Nudge Model for Massively-Multiplayer Games. This one deplores current MMOGs for not being true virtual simulated worlds:
If all we want is games with no world component, no sense of world simulation, then I might suggest that developers would be wise to stick to the design philosophy of City of Heroes: a no-frills, combat-oriented design that is essentially a first-person shooter with persistent statistics. There’s nothing wrong with that: I like City of Heroes quite a lot, and play it regularly. But it’s not and will never be a virtual world. Nor will any MMOG which starts from the design foundations that all MMOGs to date have adopted.