A heavily instanced MMO may as well be a single-player or co-op game with a shared chatroom as a lobby, there is absolutely none of the emergent play, none of the characterization of players & groups of players, nothing original. Instead, give me the same ground to walk on as everybody else, even if our tread wears all the grass off of it; Half of my life in these games was getting bored waiting for a mob to spawn and fucking around making friends waiting in line, or ganging up on the guy who wanted to cut in line, or waging war on the clan that currently controls the needed territory, or grouping together to fight mobs higher than I should be able to hit (which the instance will just Adjust Downwards). Instancing and other auto-personalization algorithms cut the annoyances that are central to human socialization, achievement loops, and wayfinding.