Let's just stop here for a moment. Please explain why it's such a very bad thing to design a game such that there are different approaches available of varying appeal,
My point being why waste investing time implementing something you'd rather your players to not do. The time would probably be better spend improving what you do want them to do. If combat has extreme risk with no reward odds are I'm not going to bother with it unless it is extremely fun in itself but since the designer doesn't want combat to be the focus I doubt it'll be more interesting than in games where it is. So if I'm feeling like playing a game that focuses on tactical combat I certainly wouldn't play a game that cripples it at every chance. The problem with trying to implement as many different types of gameplay as possible is that they each individual type never is interesting compared to a game that focused on it.
as that's what's being discussed here and what you're attacking. We can boil RPGs down into two basic approaches: running around killing things (we'll call this approach A),
If it were that simple it wouldn't be fun. However many games do pull of making combat interesting, tactically challanging, and provide a slew of interesting character development options.
as compared to engaging in trade skills and never engaging in combat ever (approach B).
The only problem with trade skills is that they have yet to be done in an interesting way yet. Not that it isn't possible but that's probably the reason most people prefer combat. Rather than trying to make combat boring and not worth the risk it would be much better to try and make the other portions of the game equally if not more interesting than combat.
In any event, however, perfect game balance does not require that your player population takes all approaches in equal proportions, which is good because that's never going to happen; players always have favorites no matter how well-balanced the game is. So I really fail to see the problem in attempting to skew the player population, even if it's accomplished by deliberately screwing up the game's balance "on paper"--which isn't even necessarily the case here.
You're missing my point. I'm not saying to try to balance the two. Rather instead of spending time trying to make people not want to play the combat portion, throw out the combat portion and spend the extra effort making what you want them to do more fun and interesting.
But earlier games didn't have to pull in a thousand players online around the clock. Nowdays they have to, not only for the money to payback what it cost to build/maintain a MMORPG, but because you can't be a MMO without that many players.
You can't really bring in the big players while doing the sorts of things you describe. In a niche market (ie, aiming towards players who care about more than just numbers) you've got to start small, which will most likily kill a MMORPG.
Also this sort of MMORPG stands a good chance of getting crushed by the mainstream MMORPG audience. There's always some way to power play and grief, and those are the two things that will turn off the people you want to play. It only takes a handful of bad players to settle in and the games as good as dead.
I guess as the industry grows it gets harder and harder to change.