I'm convinced the only reason FFXI succeeded in the least was the Final Fantasy name. You've got countless fanboys that think FFVII is the best game on the face of the Earth, and pretty much every single one of them had to try out FFXI. And personally, I thought playing with a controller sucked and bought the PC version after wasting money on the PS2 one. Then I quit like a month later because the only thing fun in the game were the boat rides. But I guess that's just a matter of opinion.
Pinski claims that games designed around a controller work well, but I beg to differ. Controllers severely limit games, and that's just... not good. Remember casting spells in EQOA? You had a stupid little hotbar that you had to flip through, and it was downright terrible, if I recall correctly the expansion added a second one, but it still wasn't really better than PSO, which while not an MMO, had two crappy little three button pallets that didn't even give you room to put all your spells/items in an easy to use place, so you'd repeatedly be flipping into the menu to cure paralysis, res somebody, or cast megid on a certain type of monster. On a PC game, you either just click from a large selection or use an ass-load of fully customizable hotkeys. The only way to get that range of customization and full control over your character is to use some sort of device with many keys to press, like a keyboard for example. Plus there's generally not even enough buttons to use for basic functions, going from memory you couldn't even jump in EQOA, and this is still an issue with non-MMO games these days. In Gears of War you have one button that's split between taking cover and jumping, and you have to be in certain areas to use them as opposed to any time you want. In the console versions of CoD4 you can't even lean because there's not enough buttons to put them on. Awesome.
I guess sure, games designed around a controller do technically work, but they're simplistic and a mere shell of what they would be if the developers had a larger area to work with. Games shouldn't have to be dumbed down and designed around a limitation, the developer should have the capability to make something as complex as they desire.
Skewing away from the whole controller issue, console games inherently lack the ability to be completely modded. If you don't like a certain part of the UI, too bad, you can't edit it at all. Being forced to use pre-defined crap is not a recipe for success, and I think Valve completely showed that in 1998 with Half-Life's insane degree of mod capability. And third party programs like parsers? Yeah, it's awesome having to route your console's connection through your PC and packet sniff it for the data.
Since I doubt I'm the only person in the entire universe with the gripes I've listed, let me see how a good console MMORPG would have to be made to really work and topple WoW.
Controller - Needs full keyboard and mouse support.
Modability - The entire game needs to be installed to the hard drive and tools provided to modify the UI.
Third party apps - Well shit, I don't see any way to do this except having the console itself running an underlying operating system that people have the capability to design applications for.
Hmm. Now the console is quite literally a PC, fabulous.
And last but not least, the MMORPG can not, under any circumstances, be ran by SOE. I don't think SOE understands this point at all.