Who didn’t see these kinds of topics coming as soon as they announced the title changes for the BfA prepatch? xD
In its very core, gameplay can be and should be reason enough on its own to motivate people to do content. But the game has always had other things making people extra happy about doing content, mainly drops.
But the people are so cynical when it comes to gameplay improvements these days that topics like these have popped up more often for a while now instead, because they’ve already given up on seeing the gameplay itself improve.
However, what these kinds of people don’t get is that unless the foundation, i.e. the core, reaches a point where it holds up on its own, then no matter how many extra small things are added (such as titles) then it won’t work in the way these people intend it to work, overall.
The foundation is the gameplay itself, because that’s what you’re subjected to the most, as proven by things like simpleminded games such as pacman, or snake on old phones etc. Then comes the social aspect, as proven by the history of games in general. Things like playing magic: the gathering, dungeons & dragons, console games, and then jumping a little further in time to the rise of FPS games, the early days of MMORPGs, and so on and so forth.
Heck, even chess relies heavily on the social component, and that game is at least over a thousand years old.
Now, there are various reasons why the social component carries such a large impact, but that’s neither here nor there. Single player RPGs have shown to carry a similar effect as real social virtual interaction, if a player manages to immerse themself in the story, so just because it’s single player it doesn’t necessarily mean it’s without a social component.
But anyway, like I mentioned, the gameplay itself is the core. Adding bling to cover the core while it crumbles will still lead to its destruction, metaphorically speaking.
Or in other words, changing the reward schemes won’t have the ultimate effect of reviving the participation in anything like what people tend to use as a motivation for these kinds of suggestions, if the gameplay and/or the social component are so bad that it deters people from participating.
Which you have been able to see the effect of over the years, as more and more people have quit playing the game. With each individual comes individual circumstances, but sociology wouldn’t be a field if people never make similar choices with similar circumstances. So you can say “it’s because they’ve grown up” or whatever excuse you want, but the impact of social design changes to the game in the long run, and the impact of gameplay changes when they’ve happened, has been in plain view for a long time now.
Edit:
I can explain the importance of a social component in a different way if anyone still doesn’t get it: Let’s say you have bots you can play with & against that can play exactly the same way people would, and just as intuitively. And then you have people to play with & against who plays exactly the same and both the bots and the people improve in exactly the same ways and pace.
Now imagine playing months with & against the bots. Then compare that to playing months with & against people. What do you think the effects would be on your impression of the game itself? You’d be socially isolated when playing with the bots, but you’d be bonding with the people while accomplishing the same thing.
This is also why I’m against the corruption in online games where people choose not to speak or write at all, despite being matched together or when joining a group through the group finder in WoW. Although in WoW, it was the dungeon finder that started it. But it starts with the existence of a solid social design or lack thereof.