I think you are right. The game design promotes the elitism.
That is why I'd like to see more game design elements that promote helping new players, or even rewarding people for it. Mentoring badges/achivements and such are a good start.
I think it is a combination of the game design and as the other poster put it, school yard bully mentality.
I agree that it WOULD be nice if games rewarded people for mentoring and achievements.
Some games do go to lengths for rewarding on achievements, yet somehow many of those things have still fallen into elitism.
The main problem falls into a scenario like the following:
Person A: I have 10 75 level jobs.
Person B: So I have completed all the story lines and still have 3 75 level jobs.
I could go on, but the point is how people try to distinguish themselves and stand out. Naturally if you stay with one game, you will do more than say other people who come and go.
I used to play FFXI and had myself four 75 level jobs (highest level in the game). However, j
ust because a person has a high level job does not mean they know how to play that particular job correctly.
People play bought accounts, they are adolescents, and whatever other reasoning there can be why someone does not play a job well. Sleep deprivation is also a key in FFXI as there are more people on during the late hours than in the mornings. This is mostly due to the fact that the Japanese player base has an impact in this MMO.
Games like Ultima Online I really feel do not have elitism. At least, not in an individual sense. In an organizational sense, well...there is some issues of elitism I am afraid.
This brings a more major issue in how certain organizations, whether they are called guilds, linkshells, clan or what have you...create a more larger stereotype of elitism and what have you.
This point is essentially due to the fact,that if you aren't in "Y," then your name is mud.