One of the more alarming trends in MMORPGs from the past few years, to me anyway, is the weakening of in-game economic systems, and not just from themepark shortcuts.
My first MMORPG was Ultima Online, where personal trading and vendor malls were ubiquitous, where you could drop dead and see everything you’d held looted and carted away by players and mobs alike. And I remember the MMO community outage when EverQuest introduced “no drop” and “no trade” items as, it was understood, an attempt at combating gold and item farmers. Most of you probably know that concept better as “soulbound.” It’s commonplace now, but at the time, it was the kind of decision that literally forks genres.
We’ve come a long way down that themepark fork since then, it seems to me: We now have many MMOs where you can’t drop stuff, games where you can’t hand items directly to other players except by mail (if at all), games whose devs cap item values to interfere with the market, games that refuse to consider an auction hall, and games whose auction halls are basically toys for well-connected guilds and no one else, never mind the multitude of MMOs where corpses can’t be looted or crafting exists as a useless minigame to keep crafter types from noticing they’ve been demoted to second-class citizens.