DMs and players who want and already do play Epic Tier are the hardest of hardcore D&Ders.
Other than the desire to start at level 1 and play through, I can see no a priori reason for that at all. What makes you think it is so?
I agree that the actual game mechanics of Epic are probably no more (or at least not appreciably so) difficult than Paragon Tier. But there is one place where Epic *IS* more difficult... and that is Story.
We're talking a tier here where the PCs are on epic journeys to fulfill their destinies... destinies that will send them into the annals of history. Now what does that require? Stories and plot custom-tailored to those PCs. The stories are now about them fulfilling their destinies, while at the same time dealing with some massive over-arching McGuffin (whether that be gods, demons, wars across the cosmos etc. etc.) These are much grander and much more grandiose than just "hey, this troll nation has risen over the mountains... go get a bunch of people together and go wipe them out!"
Now to pull this sort of massive epic tale... as a DM you need to be very, very good at what you do.
Whereas I believe the more likely scenario is that casual players and DMs just DON'T WANT to run Epic, regardless of the support available or not.
<snip>
you really have to ask yourself what Epic Tier has that the other two tiers DON'T have, which would necessitate most casual gamers' need to actually play it? And it's my contention that unless a DM has a story that is plane-spanning and demon & god related... there is nothing about Epic that would inspire other people to play it. And this is true EVEN IF there were monsters, modules, and instructions on how to do it. It begins and ends with story. If there's no compelling story to carry you through Epic... there's no reason to play Epic games.
To enlarge on Defcon's point that "epic PC's are on epic journeys to fulfill their destinies... destinies that will send them into the annals of history."
Part of what this means is that epic adventures need to be more closely tailored to the PC's than lower-tiered adventures.
What I find interesting about the above is that it suggests that most of the time, most GMs
aren't taking this approach to running their games.
Given how poor WotC's adventures are in any event, it might be worth their while trying to write rulebooks that support GMs in running player-and-PC-centred games from the get go, which would then make the transition to Epic (which would bring with it the purchase of Epic-oriented materials) easier.
I dunno. every group is different I know, but the players I've always talked with have always wanted to go to epic tiers.
<snip>
To me, I think the bigger issue is that a lot of people do not want to run epic as it currently exists, but would love to run epic (at least running a campaign to conclusion at epic) if there were sufficient resources.
This is closer to what I would expect to be the case.
But in combination with the comments about Epic's need for stories, it makes me wonder - who is scared of Epic? Players? Or GMs? Players, I find hard to believe - who wouldn't want to play a game in which the PCs invade the Abyss and kill Orcus? That's got to be at least as gratifying as invading the Caves of Chaos and killing a few dozen orcs.
Is part of the issue GMs? That GMs don't want to run games that turn their campaign worlds into playgrounds for the players to trample over with their PCs? Or is it really true that most GMs don't know how to set up situations that are focused on the players and their PCs, as DEFCON1 suggets?
To complicate things with more anecdotals, for other people finishing a character's story often happens somewhere in paragon. This is most true, to my observation, when you're talking about characters who are tied to people and places in the mortal world.
I think this is one good example of a player who mightn't like Epic - except that, in D&D, even for many such players it would make sense that their wordly concerns are in some sense mirrors of divine or otherplanar situations (eg the craft guild is a reflection of Erathis; the thieves' guild, of Sehanine; the warrior's domain of Kord, etc). The number of D&D players who really eschew these sorts of supernatural aspects of the game I would assume is a distinct minority (though Barastrondo, from other posts of yours perhaps your players are in this minority).
The larger the threat, the more pressure there is to have it resolved ASAP. And ten levels is a lot of time to apply fate-of-the-world pressure. It's something a good epic campaign would have to resolve, at least if it wants to woo the kind of players who enjoy spending at least as much time socializing and community-building in character as they do racing against the clock.
Besides tools and guidelines to help with this issue, others would include: concrete advice on correlating worldy events with otherworldly events, along the lines I sketched in the previous paragraph; advice on quickstarting epic play (to remove the need to start at 1st and work up to it); and building on that, more general advice on how to run a non-continous campaign, where the passage of time and level up are handled in a more abstract way, rather than by actually playing through all the encounters and accumulating the XPs.
It's not as if there are no precedents to draw on in RPG design, and rules text writing, to help with these tasks, or as if WotC lacks the depth of design talent and experience to do them. (But maybe there really is overwhelming demand for still more heroic-tier feats and powers! Who knows?)