Interesting, good for a new game type, and may be an innovating way to make an adventure game out with. I had a concept, one that uses different approach from the traditional "MMO Diablo" game style, instead just "leveling up", try "advancing in rank". sounds like the same thing, but not entirely...
Personal stats only effect players them selves, while "ranking up" will effect how players interact with others. having "ranks" gives players more perspective, and not just "Hulk smash harder". "rank" works FOR other players; when a high rank player gives command, and the low ranker follows, the low ranker gets buff/boots/other benefits thus making the game REWARDING towards team work game play.
The higher the rank, the more complex command, the game starts off with "solider", then players will level up, become stronger/faster..etc, but depends on "success rates", they will also "rank up", much like army, from follower, to squad command, to tactic command (multiple squads), to strategy command (mini world map, basic direction of advancement, and requisition flow, but less visible battle); a built-in chain of command. as the players gets "higher rank" they receives more command access. battles are then won NOT based on how hard you can HIT, but how smart your tactic, and team work all through out the "chain of command".
This could work on 2 VERY well known game titles, WarCraft (wanna be war hammer) and WARHAMMER (and best if it's 40K, where chain of command actually make sense, in a future war). A game where low levelers who are high rank have the creditability to command high leveler (because they have to "RANK UP to that position" by their victory, and NOT how many blue rabbits they slaughtered), where all levels of players CAN fight side by side, and you don't need to "GRIND" to have "real action", you are at the REAL BATTLE the moment you enter the game.
How ever, this type of game will require a few adjustments, from the mainstream MMO-RPG...
No side walk monsters/bosses, players needs to battle "OTHER RACES" like orks vs Space marines; PVP, or PVN(NPC), only.
Changeable world, lands can be conquered, changed, towns can be wiped out, maps can be re drawn (with out a major cataclysmic event, just a major battle, and a fall of a base)
No more death punishment; because players are in a epic war, they are always "needed". and they are always going to be "reinforcement calls" and players could be "ported to reinforcement locations", hence, dead, demote,re spawned, try again, no time lost.
No accumulated wealth, in a war, your "allowance" are based on "rank", not level, there for, you die, you lost the equipments your country "invested on you", next time you get "cloned", you get demoted, and high ranker gets WAY more points to start a battle, because they use 30/70 rule , they are entitled to 30% of their wealth, and other 70%(optional, if not used, it goes toward bonus victory points->ranking), but as a squad commander, your underlings are actually your "investments" for victory... so more likely you'd buy THEM equipment to secure your victory... (hey! how many games welcomes nubs with a free BFG?)
It's just a concept I had that I think could bring positive momentum in MMO-gaming, after all, Levels don't matters any more, you could play with your friends regardless of level difference, there is no need to rush, and you can play for battles, or entire war, it's all the more flexible, yet, still hardcore, because you could be the next level 30 guy who wound up getting owned by a level 20, because his tactic kicks butt!