Hey guys, sorry about the pompous thread name I've just had an idea and I was wondering if any of you shared similar thoughts. 
During the past few years we've seen quite a few AAA dissapointments and I noticed some of them have a few things in common and a point of origin. I'm thinking about games such as SW:TOR, EOS, Wildstar, along with many other smaller scale projects that are now F2P and, most recently, Destiny.
The development of these games started in 2007-2009 which coincides with the fastest growth of behemonth we all know, Wolrd of Warcraft. I suspect, CEOs and other decision makers in the gaming business looked at WoW was doing and, most importantly, it's revenue. At its peak, WoW was making the monthly equivalent of the brand new AAA game, every month, without releasing any content. So these people decided they wanted a slice of the tasty pie and they asked gamers, analysts, journalists what the players on WoW did every day to justify $15 paid monthly. The answer? 15-20 corridor dungeon/raids and reputation/attunement grind (gather/fetch/kill X quests), as well as leveling up different classes.
The games I've mentioned are direct results of WoW's smashing success, they are attempts to cash in on what they perceived to be a lucrative market with similar or adjacent ideas. Luckily, they were wrong. WoW was simply the right game at the right time, the market for mind-numbing questing and repetitive content exists but it's nowhere near the hights WoW reached in its glory days. I've said this after EOS, I've said it after Wildstar and I'm saying it again.. I hope Destiny will be the last major effort in this direction, as I believe it's the wrong direction for MMOs and gaming in general.
Thoughts?

During the past few years we've seen quite a few AAA dissapointments and I noticed some of them have a few things in common and a point of origin. I'm thinking about games such as SW:TOR, EOS, Wildstar, along with many other smaller scale projects that are now F2P and, most recently, Destiny.
The development of these games started in 2007-2009 which coincides with the fastest growth of behemonth we all know, Wolrd of Warcraft. I suspect, CEOs and other decision makers in the gaming business looked at WoW was doing and, most importantly, it's revenue. At its peak, WoW was making the monthly equivalent of the brand new AAA game, every month, without releasing any content. So these people decided they wanted a slice of the tasty pie and they asked gamers, analysts, journalists what the players on WoW did every day to justify $15 paid monthly. The answer? 15-20 corridor dungeon/raids and reputation/attunement grind (gather/fetch/kill X quests), as well as leveling up different classes.
The games I've mentioned are direct results of WoW's smashing success, they are attempts to cash in on what they perceived to be a lucrative market with similar or adjacent ideas. Luckily, they were wrong. WoW was simply the right game at the right time, the market for mind-numbing questing and repetitive content exists but it's nowhere near the hights WoW reached in its glory days. I've said this after EOS, I've said it after Wildstar and I'm saying it again.. I hope Destiny will be the last major effort in this direction, as I believe it's the wrong direction for MMOs and gaming in general.
Thoughts?
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