Let's start off this argument with recent games.
Rift: Planes of Telara - I was involved with this game for a very long time before launch, and was also a very early tester as well. I was able to play with developers / their family / friends and very excellent alpha testers, and was in the game where the only Rifts were Death Rifts, and was surprised and fascinated as each rift, battleground, and zone became available. I helped test and shape some classes even, more specifically in the Mage calling. However much I loved the game though, Trion based the majority of it around the hope that people would continue to do Rifts even after max level, and that it wouldn't go stale. Their major innovative features involved a highly customizable class system and public quests in the form of Rifts. However this didn't quite work out so well. People blew through levels and some even found Rifts kind of stale. The class system turned into a highly specific raiding tool for optimal dps, tanking, or healing / etc. The game didn't have quite much else. PvP was fun but didn't really have many incentives besides gear. There was one raid available (I was with Fires of Heaven at launch, at one point we had Greenscale down to 1% and wiped, that killed me that we were so close) and it was killed shortly after launch. The game was innovative, but after a little bit people took the innovations and it didn't mean quite so much to them, it was just a part of the game. Even now, TES:O is featuring anchors that are guarded by Daedra. They randomly fall out of the sky and adventurers have to battle them back. Sound familiar?
Age of Conan: Hyborian Adventures - Now this was a fun game. Funcom's innovation here is that there was a revolutionary combat system never before seen in an MMORPG, and there would be Voice Acting and tavern fighting and more. The island of Tortage was, arguably, one of the best experiences I've ever had in an MMO. For 20 levels I was engaged in a compelling plot, great PvP, and to be honest, really fun combat. However I soon ran into a couple problems. After level twenty I left Tortage, eager to see more of the lore and world. I was unpleasantly surprised to see that 90% of the NPC's weren't voiced anymore. Finding people to PvP with meant going to their land, so I spent the majority of my time in opposing lands and not really leveling so much. I did eventually get to level 60, but content literally stopped there. While the level cap was 80, there were simply no more quests in those last 20 levels, so you would grind mobs the entire time. There was no more night time single player leveling and day time multiplayer action at will, it was all merged. The PvP system fell through, as it was horribly designed. One race had all of the casters, one race had a ridiculously powerful melee healer, and the other was kind of generic. So much was spent hyping the combat system, and while it was fun, there was literally not much else to the game. It completely lacked consistency. But worst of all, they lied about the tavern fighting.
I could go on and explain how each MMO for the past couple years was trying to be so innovative that it lost sight of everything else. I loved Warhammer Online, and my Engineer was blasting Chaos beasties with his shrapnel from level 1 to level 40, but the PvE was terrible and mobs would rubberband all the time despite a great internet connection. Endgame PvP pigeonholed everyone into either battlegrounds or highly specific areas for PvP. But Keep Fights were, at least, fun. And the tanks could Guard people, Hold The Line to protect squishies, and other fun things. But PvE was literally terrible.
However I would like to take a look at one last game, the most controversial of all.
World of Warcraft - This game took the world by surprise. At the time, EverQuest and Dark Age of Camelot were highly acclaimed in the MMO world, and EverQuest 2 was slated to launch at the same time as WoW. In fact, EverQuest 2 was largely considered to stomp WoW and every other game into oblivion. Everything was voice acted. Sequel to the MMO that started all current MMOs as we know them. Awesome graphics. Wasn't going to start with PvP but would add it in a future expansion, not a big deal. But here comes World of Warcraft, a humble game that really didn't introduce any innovations at all. Talents? In EQ2 you could customize your own stats, resists, and even upgrade certain spells made by crafters to a really high degree. Player controlled Economy. Crafting? Laughable at best, EverQuest 2 came loaded with a harvesting and highly in depth crafting system, complete with tradeskill levels and abilities. EverQuest 2 had player housing. No, what WoW did offer was consistency, simplicity, and ease of use.
All of the PvPers in the MMO world steered clear of EverQuest 2, as it wouldn't have PvP until 2 expansions later. Leveling was still a bit lengthy, but it was a new world and you didn't have to grind monsters as much anymore. Instead the majority of experience came from quests. When you died, and everyone dies, you didn't lose all of your stuff. Instead your armor took damage and you ran back to your corpse in ghost form. No more losing levels. Every game has bugs, even Warcraft, but WoW is, and everyone can agree on this, the smoothest game in the history of MMORPGs. I'm hard pressed to find bugs in that game, everything works like a well-oiled machine. While you couldn't customize resists and stats, your character had a plethora of choices in talents and races. The game could play on pretty much every computer out there. The game wasn't too terribly fun, probably about the same as EverQuest 2. Blizzard wasn't trying to innovate anything, they were just trying to make an MMORPG that was enjoyable, adaptable, and just simply worked.
And that is exactly what I wish for The Elder Scrolls: Online. Make me a world that's fun, that I can explore a bit, and can PvP with. Make me a world that works, I don't care if it doesn't have flames actually burning me in real life when I get hit by a fireball. I want to log in and be able to enjoy an experience that's not laden with bugs and errors. Include innovations from past games that worked, they were fun too. I like fighting Rifts, and I'll probably like fighting anchors too. I loved Dark Age of Camelot's three faction system, and more than likely I will love fighting back the smelly Ebonfarters and the Laggerfall. I don't want to see Zenimax focus so much on some great new innovation that the rest of the game suffers because of it. What is needed is a strong new game that's up to date and available to its fans. I want a game that is adaptable to the times, and that I can log in to see thousands of other people exploring, fighting, and ready for my slaughter.