What Blizzard want: to make players play right here and right now, i.e. sub and play current content, not be unsubbed
Catch-ups: players unsub, because they know, that they can resub at any moment later and catch up immediately - Blizzard are sad
No catch-ups: players unsub, because they burn-out due to trying to keep up to "do it now or you'd fall behind forever" concept - Blizzard are sad
Real reason: players unsub, because game isn't fun
Example: In SL we have renown catch-ups. Waiting 2 months to complete Covenant campaign and another 2 months to get to renown cap - isn't fun. It would be much better to resub after 4 months and get everything non-gated. And it would be even better to resub when 9.1 will arrive and start working towards getting flying immediately. Or, if flying will be gated behind, let's say, 100th renown level - to wait for another X months and then get everything immediately.
And it rises several major questions:
1) Is such World of Waitcraft game even worth playing?
2) Was BFAs "play right here and right now" no catch-up model effective or too many players unsubbed due to not being able to keep up to it?
3) What is effective solution of this problem?
4) May be Blizzard should stop gating "fun" from players and they'll keep playing this game and being subbed then?
I mean, it's not catch-up vs no catch-up question, that causes this problem. It's lack of fun, that is caused by all that gating. So, if players play fun game and don't play unfun, then may be we should simply stop gating that fun from them? If players want flying - give them flying. If players want game to be easier - make it easier. Not entire game, but at least part of it. Why this concept of OPTIONAL casual/hardcore, easy/hard, comfortable/challenging content is so hard to understand, that we still don't have any solution of this problem after 16 years of development? Why it's so hard to understand, that trying to FORCE players to play certain content certain "intended" way - is COUNTER-PRODUCTIVE?