I have to say that it is mind blowing that people keep funneling in 100s of millions of dollars into the most costly and least rewarding of playing experiences. It seems that the price for developing a giant, persistent world is making shit as repetitive as possible to pay for it in the form of a monthly subscription.
The funny thing is that the features people actually enjoy about these games are raids, pvp, and instanced dungeons. None of these things require a giant world, leveling, grinding, collecting, trade-skilling, voice-acting or any of the features that bear the brunt of development and server costs.
Why isn't there a game where you fight giant fucking monsters with 10-100 people starting as soon you log in? Why do I have to play to level 50 to start doing fun stuff? Would it really be that hard to make a raiding game that starts at level 1? How fun would it be to play a game where the only content is trying to beat huge new monsters/encounters with friends, a new one being released every week or two?
Also, why do pve levels matter in pvp? Why does gear matter in pvp? Why are premades allowed to play against single people?
Seriously, i can't get over how boring MMOs are to progress in (to get to the fun parts) and why no one has bothered to just offer raiding and/or pvp without the junk. Hopefully open-world gaming in general just dies off. Curt Schilling's company and the money pit that was the star wars mmo could be signs that it is simply too expensive and risky to develop giant 100m dollar worlds and hope enough people subscribe.
Maybe some day someone will release an "mmorpg" without the questing. I can't wait.