i think one particular change from past worlds that we should be thinking about, is the loss of permadeath in this game. with the curiosity system and a proper setup of alts, one person behind a computer can do literally all it takes to run a village. this leads to more creation of "treehouses" rather than actual villages of people working together. It seems like TechX had a lot of words to say about this so maybe I should post a link. But my point is, in the good old days when Sodom ran the world and everyone knew their place (

), back then, you weren't able to solve any problem just by throwing alts at it. you were forced to work together in order to make something successful, if you wanted to make a crafter alt, you had to farm and craft a bunch of shit to get LP. or if you were a crafter and you wanted a combat alt, you had to go hunting all the time to make LP for combat skill. or you could team up with another person who had the skills you were missing. that's how villages were created.
i think a strong argument can be made here that the curiosity LP system causes players to lean towards more individualistic play styles, though I know there are still Dis, AD, and other organized villages still playing. i wonder how many players from past worlds are out there hermiting right now though.
well, jorb and loftar have made it clear that we will not go back to LP for farming and mining and killing animals. why not? because of the rampant botting (bucket bot, flour bot, mining bot, etc) that was always kind of around but got really out of hand in w4, leading to players creating 1000 UA monsters and rampaging across the hearthlands. hard to set up a proper society when the russians, butthurt after losing w3, decide to bot up and shit up the game for everyone else.
so, we went to the curiosity system. and now we have this. a far from ideal system, i remember either jorb or loftar saying once. it creates more of an incentive to work alone on a series of alts and less incentive for people to work together. in a hermitage situation, this leads to someone's "main" getting killed, and they quit, leaving an inactive claim that never goes away or possibly covers a node. that's what i'm seeing a lot of so far out in the hearthlands these days.
i have even seen the same thing happen in villages - everyone has 2 characters, one for combat and one to make curios/food for their combat char. pretty standard procedure these days. and people start hoarding shit. "i spent all this time making the blah blah blah and now its all gone.." and so forth. these things happen. but i believe that the concept of transferrable LP in the form of stuff leads to more greed and selfishness and paranoia (more stuff to worry about getting stolen or used up by an ungrateful villager or whatever)
so, yes, it's not just burg waxing poetic about the good old days of sodom. there really are a lot of differences between now and then, and his point stands that not all of them are a postive thing.