To his credit, this is the FIRST Massive Multiplayer, and possibly more importantly - Subscription based game that I have ever even considered. I am interested in finding out more about it, because I can't claim any interest in another WoW, or really any other game which just has the same thing as I can get with Diablo II or Titan Quest, with minor differences. I want the story element, and I want there to be consequences to the game's persistent world through my/our actions. Ideally I would love to see a game being dynamic enough that it's different servers are quite actually very different from each other.
Server 1's Town 1 Players are able to get some amazing prices, at least for a while because they chose to help the upper class stay in power for the discounts they offered. They never really bothered to check out what the upper class had in mind to do with the power. And as such the players chose to ignore the plight of the lower class, which caused a loss in affordable health care for the poor, which in turn caused the outbreak of a plague in that city.
Server 2's Town 2 is completely unrecognizable from Server 1's because when the players arrived they chose to help the town grow and prosper. The increased trade activity pulled in new businesses and travelers from other places in the game world. This town wasn't ever affected by a plague because it was found early and treated quickly by healers.
In this case there is a clear better option - But the reason that It would be awesome, is that you don't know the consequences before it. In this case the consequences might have been illuminated somewhat by talking to the NPCs or discussion with the other players. But the effects should be permanent, and the resulting world should be changed. The story and in fact the world should branch off dramatically, with new choices being created continuously as consequences for the decisions the server made.
Implementation ideas include : Single very large battles whose outcome is not determined from the start, battles between factions in the game, possibly played partially by the game development team. Voting systems where the elected officials are chosen. The biggest part is hiring a staff to constantly change the world based on the actions of the players.