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I think this has far more to do with it being a MMO than anything else ...

Since (before) World of Warcraft was released, many publishers saw the massive revenue potential of having 1+ million users paying $10/month to play a game (often for years) and have released multiple MMO games. The vast majority of these games have struggled to find a dedicated audience that can cover the infastructure costs.

IMO the biggest probem most of these games have is they have done little to take advantage of the fact that people are playing a game with thousands of other people at the same time; so what you're left with as a very long and repetitive single player game in a world that is as interactive and dynamic as a 15 year old game.