I think he's pretty spot on with his opinions of the future of MMOs... So many studios develop MMOs with the goal of unattainable subscriber numbers, and eventually compensate (or start from the beginning) by catering to the instant gratification generation (F2P/Cash Shop). The market only has the customer base for a handful, if that even, of polished high-quality sub type games. The way most modern gamers chew through content, or get bored when there is too much time/effort requirement, and move on to the next flavor of the month is a huge part of this problem.
People seem to think that WoW was this eye-opening explosion of "converted" MMO customers... Realistically, these are new MMO customers in the sense that new gamers were created with the Wii. Developers seem to think they can steal some of the players away from WoW, but a lot of that core playerbase isn't even aware your new game exists. They play WoW because it is the game they play occasionally - just like the Wii - they're not going to feed into random new MMO - or the Wii U (obviously) - customers because they're completely content spending their handful of playtime hours where they're safe and comfortable.
Until the industry realizes that WoW's phenomenon was exactly that - a fluke phenomenon - they'll continue spamming new MMOs with too-high production budgets that will never recoup their costs without a subscriber count in the upper hundred thousands. It's one of the few things SE has done right with their MMOs; set realistic expectations of profitability, and make a consistent and stable profit by keeping your core audience around. Sure XIV has messed with the formula a bit because it's unrealistic to not include modern MMO features and expect people to stick around, but overall they've done a much better job than the majority of the massive amount of MMO competitors over the past 10 years.

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