Getting back to your point, I think previous MMO developers didn't build Farmville because their primary focus (and I really think this is true if you ever listen to game developers/designers) is to make a fun game. Maybe I'm just cynical, but I really don't think that that's Zynga's goal.
Are you saying that in their position you would have bet the company on the largely immature and unreasonable gaming press not having a field day bitching about your product nickle and diming players? Because even in hindsight, I'm not so sure I could make that call.
I remember going to a GDC (2007?) where western developers were heavily discussing the Korean model and whether it would work in the west.
Aside: IMO, Zynga is a bit of a cynical money making machine. The Korean model seems to be more about the game, while still making plenty of money.
Then there was the marginal 1/10th of products that were like a level 15 armor but a level 12 could wear it. It didn't genuinely change much again, because when I played these games I frequently attacked well out of my level range for the huge XP you'd get because I was genuinely good at fighting in them.
I see Nexon cash cards in 7/11, Bestbuy, Zellers and even in pharmacies. I see Zynga getting sued for millions of dollars for ripping off competitors ideas (Mob Wars, etc).
Ever since I started tracking news on virtual goods it's always boggled my mind that it never gets mentioned. Perhaps it's just a little bit too different in that there's an incredibly small free portion and a huge premium portion and it's a direct translation of a physical product.
(I digress some but they seem to have the ideal customer breakdown. Very few freeloaders and a huge number of people who pay ~$15 to draft each time.)
For example, CCP (developers of Eve Online) have recently begun experimenting with microtransactions, and were met with a strong outcry from their playerbase at the first sign of any purchase that could remotely affect gameplay. The outcry was strong enough that they backpedaled completely, as you can see here: http://www.eveonline.com/devblog.asp?a=blog&bid=815
Now, this example is (I think) interesting in two ways: First, by listening to the player outcry, CCP is blocking themselves off from a very large potential revenue stream. Traditionally EVE Online has a tough time acquiring new players because it is famous for its extremely high learning curve and brutal 'fairness' in which players are subject to non-consensual Player versus Player combat in almost any part of the game world. Selling in-game advantages for money would potentially let them tap into a market of people who like the game but don't like being at a disadvantage compared to more experienced players. One could argue that Zynga's success was not due to believing in virtual goods, but due to their success at finding a new market that happened to have no opposition to virtual goods.
Second, the player outcry demonstrates that while the success of companies like Zynga has helped make it possible for game developers to turn a profit using virtual items sales, there's still a large number of players out there who can't stand the idea of selling in-game advantages and even resent the sale of cosmetic items. As a result, switching from subscriptions to microtransactions is a risky prospect for most established online game developers, and the bigger examples (like Turbine's Lord of the Rings Online going free-to-play) are cases where a developer moved to microtransactions out of desperation in response to declining subscription numbers. Even if they can make a microtransaction model work, if they alienate too many of their existing customers, they may not be able to stay solvent long enough to follow through on the transition.