I wasn't directing it at you specifically, but like I said before, this conversation has been had countless times, and people still don't get it - they still think instances belong in an MMO.
They don't, at all. It's a copout, a lazy design decision to avoid certain mechanics, but those mechanics that are avoided are thecoreof mmo gameplay itself: playing with other people, expectedly and unexpectedly. Note what I said. I didn't say it solved any problems - instancing doesn't solve anything, it simply avoids by removing the very thing that puts the first m in the acronym in the first place.
I've worked in this industry, and the amount of retardation is astounding. Devs actually think WoW is the example of an MMO. There are designers out there, MMO designers, who have only heard of Ultima Online. It wouldn't surprise me if there were some who've only heard of EverQuest. They design SP and MP mechanics and slap a MMO sticker on the box, and they do this because 1: they're too incompetent to design massively multiplayer mechanics that work, and 2: since the Koticks and financial beancounters have run roughshod over any creativity left in this industry, those designers, even if they could design correctly, likely are shackled from doing so. And this has left a wasteland of an industry where no progress or innovation is made, and when the 27th WoW clone fails, the blame is tossed around to the devs by the marketing heads who told those devs to make the 27th WoW clone based on their 'marketing and focus group' data. Brad might be a coked up, terrible manager, whose success and mechanics were unintended and accidental, but it happened and it was close to the best MMO design to date, in 2013.
I took Furor to task on his stupid bullshit. I've taken others, in other forums and in real life. I was once very passionate about this industry, this genre. But now all I see is complete and total shit, and I don't see it getting any better unless a Miyamoto-esque hail mary saves the day again.