I should probably try this thing of actively disliking games I neither play nor understand - so that I can concoct obvious conspiracy theories about them, and then repeat them until I convince myself they're true.
Seems like a lot of fun
Here is the problem. There are really two gigantic camps of people. PVE and PVP. It's pretty simple.
There is a much MUCH smaller group of players that like to mix the genres but it is very small
When you go multiplayer it gets tricky.
There are MANY PVP oriented games and almost none of them spend nary a thought about a PVE experience. There are designed an optimized for PVP and they are very successful.
But online multiplayer games always seem to try and balance a combined PVE with PVP experience.
This is because that small group of mixed PVP/PVE and the PVP group are a GIGANTIC vocal minority that sort of drowns out what the very vast majority of what players want.
And balancing them is impossible and ruins many many games, Rift being an example as well as FO76
Blizzards own numbers show that only a very small number of WOW players want or participate in PVP, yet PVP is one of their highest priorities because of the vocal minority. And it greatly weakens the game.
Amazon developed New World around PVP with some PVE elements shifting the balance more towards PVP and what their own numbers showed them was the vast majority of people even in their PVP oriented game, were just doing the PVE elements of the game and completely avoiding PVP. Well PVP was really the "content" so most of their players were actively avoiding the actual game. The PVE stuff in the game is great so it was sustainable for a while. Eventually they closed down the game testing and greatly emphasized more PVE content but it is probably still at least 50/50 PVP with the core element still being massive PVP oriented guilds so I suspect New World will struggle.
In my opinion, especially for MMORPGs, developers need to choose either PVE or PVP and NOT cater at all to the fringe players that want both. I suspect the overall "available" market goes down, but the actual subscribers and those into the game would be more loyal engaged and easier to monetize.