As someone who has both soloed and teamed, I can say that you don't always have to force people team up. I have found times where I am soloing and thinking to myself "this is boring, I think I will go and find people to interact with" and proceed to find a team. Teaming is not just about helping each other with a goal; it is also about the socializing and talking. Think about it: doing a boring, menial job tends to be more fun and goes quicker if you have someone to talk to while you are doing it.
In the end, MMO developers need to learn that forcing people to team will get them nowhere. If people want to team, they will. If the don't, they won't.
I mentioned all that because, if done right I feel that it could be doable. The only thing that seems to be taken from D&D is that fighting creatures=rewards. What always seems to be missed is that it is not the only way to get XP. I honestly feel that if they give substantial rewards for exploration, people will go out and explore more. Not everyone will do it of course, especially if it is made a challenge.
The idea is having a vast area not unlike the Shadow Shard where you follow clues out. Where the wilderness idea comes into play is there is no other NPC for miles, you have to completly survive on your own traveling from clue to clue (it could be randomized so that not everyone follows the same path) until you find what you are looking for. Granted, this doesn't have to be done alone if you don't want to of course, but so long as the option is there, I would be happy.
The big take away is; while a game based around survival and being alone probably would not work, I feel that it can be accomadated for in future MMOs so if people want to go off by themselves and never have to interact with anyone, they can.
Good idea or ramblings of a crazy man hopped up on caffine? You decide!