Way to miss the point, which is to illustrate why using the size of the user base as an indicator of quality is generally a terrible idea, regardless of whether it’s a MMO, food, or any consumer goods.
But I guess you already knew that, which I presume is the reason you conveniently skirted the part where I noted that by your logic, Candy Crush would be the best game ever.
There seems to be plenty of former WoW players here who disagree with your assertion that there was no lack of endgame content at launch in WoW.Let's get to the point, there is a reason why that other game got so big and still has at least 6x the subs than here (or any MMO) and one of them is not the lack of end game content; even at LAUNCH.
Also, you seem to be implying that WoW’s success was due to the abundance of end-game content at launch (a matter which seems to be rather disputed), when it was in fact due to a much more diverse combination of factors such as well-recognized IP, much higher accessibility for casual players compared to its contemporaries, both in game design and hardware requirements. If end-game content is what determines the success and longevity of a MMO, then EQ would still be king.
I hate to break it to you, but that little reason that noted there? That’s a big one – in fact, it’s the only thing that matters. Game companies aren’t in the business to entertain you for free, they’re here to make money, nothing more, and nothing less. You can go ahead and spent $50 million and 5 years to develop your super content-rich MMO if you have the money, but good luck if you’re expecting someone else to pick up the tabs for a project like that, especially for something as risky as MMOs.but I think to myself…why does it have to be this way? I for one am tired of that excuse, it’s used far to often (every MMO now it seems) and there is no reason other than monetary ones why that cannot change