I believe that MMOs are not doomed in this way. I simply believe that they need to take an entirely different approach than they have ever taken towards rewarding people.
Do you have any ideas for this? Cause I can't really come up with any that would fit a pvx game, outside of the obvious instanced content that is either easy enough or just doesn't scale the loot value with its difficulty.
I just also don't think that it's sensible to create a Meritocracy game and
then
tell people 'don't use tools to close the gap between you and the naturally talented, you should either befriend/serve those people or not play/expect to do well because that's what MMOs are all about'.
Would trackers give a much bigger advantage than, say, a dps dummy? Obviously they provide some tangible advantage against a semi or fully scripted pve encounter, but in my experience mass pvp is just too chaotic to properly assess what led to what, if you were trying to figure out what to avoid in future mass pvp encounters (well, at least nothing that you wouldn't have seen with your own eyes, like "people stood in aoes" or "enemy rogue killed our healer").
And if you can't even attempt the pve part of the game because you lose every pvp encounter before it, I'd assume that it wouldn't really matter whether your enemy used trackers for the pve or not because their inherent merit is just way higher than yours already.
This brings us back to 'which things people can notice', but for clarity, remember, I am not saying 'I believe everyone should have a way to notice things'. I'm still standing precisely on the spot of 'Wait, if you make a game hard enough that only I notice the things, won't people stop playing it?'
For now give me the benefit of 'believing I'm as good as I say at these things', then apply the reasoning. I have only ever directly met one other person that can do what I do consistently. I don't do it in PvE as much because it has been so long since I played a game with PvE that required it and didn't just give an easy bypass for all the people who can't do it.
That's the level of difference between 'Tracker' and 'DPS dummy'. Remember, I'm a healer, I am not even watching my own DPS, I'm watching everyone else's DPS and the Tank's mitigation at the same time. And this is in MOBAs. I did it in Ashes Sieges and it was effective to a level that made me think something was off in balance.
I'm quite literally saying that there's no way for most people to understand what I'm talking about because I can see things/make connections that they CANNOT make. The usual response to this, as you could probably guess, is to deny the possibility of that (either for people in general, or just for me, if I'm in an argument). But that's literally what those supposed 'IQ' tests are really testing. I don't care whether or not a high score on an IQ test means I am better than, or smarter than, people, in GENERAL, but I know what they test. They test 'the ability to make abstract connections about patterns'. Their entire purpose (especially the higher level specialized ones) is to present the test subject with patterns that require increasingly more abstract thought or pattern recognition until they can no longer even conceptualize how to arrive at the answer.
That's the gap they're meant to show.
"This is your limit, you literally cannot comprehend how this thing is possible, as opposed to this person who has a higher IQ than you, who can comprehend it."
So either IQ tests are bullshit even at testing the SPECIFIC thing that we know they ACTUALLY test... or a high IQ person can do things that other people quite possibly NEED a tool to do. And if that is the case and the game is a challenge to that person, those who cannot will either follow that person's directives, or rely on a tool.
As for what one should do to change the way players are rewarded, that is a matter of something that I don't know how people react to, but Intrepid already may have and Aerlana has already discussed.
Outright make builds that are 80-90% as effective as a build that is harder to play and master for others. Then do the same for PvE encounters, then do whatever it takes to make players who use those builds or specialize in those encounters, feel meaningful.
But there does always need to be that '100% max build', that 'How is this even possible?' level of opponent, and that's partially why games tend to need either PvE or P2W.