I will completely agree with you, Tolan. But at the same time, you have to look at the market as a whole. 200k (maybe) players for Eve. 500k+ (even I think this is bullshit) numbers for Swtor. The favorite for gaming ideas is basically WoW+. Do shit to the level of WoW, then add your tweest. Expect profit.
I disagree with this model, but it is what the reality of the market is. EQ is WoW-.
Google says the latest for EVE is 361k, subs anyway. I guess this ever growing number is what's making SOE horny for more sandbox. I never got past two or three days of playing EVE because I didn't have the patience to deal with the learning curve, there was no scenery or fellow players to entice me to continue playing, and I quickly learned that my ambitions of becoming a space cadet were not as strong as being a sword swinging, magic casting, half-elf.
Back to topic: WoW had explosive success for a few reasons but not for its richness in role playing and social interaction, which is what I consider to be EQ's hook. From day one in EQ (Kunark) I was seeing zone-wide auctions in Gfay (although EC tunnel was Eci's trading hot spot), wondering why orc belts were so great, figuring out the other commodities for trade, getting random tells from countless other noobs with questions and asking for help, and learning from actual player characters what drops were used for, what quests were worth starting, where they started, "in what direction is Crushbone?", etc. And all of those cool interactions got better and more frequent as the levels dinged on. When I played original WoW, there was none of that. I dabbled with a troll hunter, which I was pretty invested in for about 40 levels, but I got so F'ing bored of feeling like the only thing going on was the fog or war expanding and obtaining more kill quests. WoW was a beautiful, polished world but it was a soulless one... and this is coming from a loner, mostly soloing, EQ ranger. In EQ, one of my reasons for soloing often was to
tryto take a break from the involvement, commitment, and occasional drama of the community. It was an alternative, albeit inefficient as much as it was satisfying, way to play the game. In WoW, it was the most efficient method of advancement. After 40 levels, WoW burned me out on soloing and, therefore, the game itself. Could I have tried to form groups? Sure. Did I try it a few times? Yes. Was it a fruitful experience? No. Is the maturity of the internet to blame for that? I don't think so. I think the amount of information presented in WoW itself is mostly to blame. The game was designed to be not only too easy but too hand-holding.
EQ, as I suspect EVE is for some, was an escape for me. I never multi-boxed. Never had to. Sometimes I was LFG for just a little too long and I'd throw in the towel not always by quitting but often by finding something to solo, or someone to help, or whatever. There was usually something else going on with the 100's of other players I met along the way. It felt like an alternative world with an alternative version of me. Maybe that sounds lame or whatever, but I think that's what an MMO should be. Of course, good game play mechanics, goals, ever more tasty dangling carrots, and a sense of accomplishment are all important. But a great MMORPG (like a great book or album) needs a soul, man! One that glues the rest of the artistry together.
I think that soul fully ascended after PoP and I don't think WoW+ is the format to bring it back. If developers think this kind of game is not worth making, financially speaking, I'm not sure we'll ever see it again. Maybe the audience looking for a multi-faceted RPG escape is just too niche these days? I don't think so but maybe some of you aren't even in that audience. Maybe it's solely the competitiveness or something else that drives you. Maybe that division is the reason for calling eachother "dipshits" and "retards" here.