Originally Posted by
korijenkins
Sadly he's omitting why people quit MMOs all together. They began to stop appealing to the RPG crowd and tried to appeal to the general market. If the standard for measuring this involves, lets say, a ruler, with Divinity Original Sin on one end, and Destiny 2 on the other, Vanilla-Wrath WoW was closer to Divinity on that ruler, whereas WoD-Present is closer to Destiny 2.
Building a character is basically not a thing anymore. You're handed almost everything with minimal effort, because apparently the journey means nothing, and the "journey" need only encompass the questing experience. No class quests, no in-depth talent system, just the cookie cutter. That's only really 1 example, and the problem extends past WoW as well.
Wildstar is an enigma, it tried to exist on the Divinity side of the ruler, but ended up failing anyway. The character building and depth was all there for that game, but the questing experience was absolutely mind-numbing. Every environment felt the same, and none of the characters were likable. Gear also felt very unimportant in that game.
GW2 retains a lot of things on the "Divinity side" with detailed talent systems and customization, but falters with it's rather high system requirements, as well as the poor optimization and limited team.
Rift went to shit a few years back, but was an overall good game until that happened. I don't play it, so I could never pinpoint the moment it occurred.
SWTOR nearly died trying to exist as a competitor to WoW and switched to a solo-narrative style game, which it is much more enjoyable as.
It's a bit unfair to point to data that says "everyone quit mmos" without acknowledging that most mmos abandoned the tenets that made WoW popular in the first place, never had them to begin with, or were fundamentally flawed from day 1. The genre is MMORPG, and the RPG part of that was completely sucked out, or at least in the case of WoW, replaced with quite literal RP in the form of garrisons and class halls.