I know we are talking about a video game here, but it bleeds close to how this dynamic works in real life.
Some people are lucky, some aren’t. Some people work hard, some don’t. Some people follow, and some people lead.
In Vanilla WoW, you have to lead and follow; either yourself, or others. You can work as hard as you want, or as little as you want. And sometimes you might get lucky with a drop.
Elitism and entitlement aside, players in Vanilla used to work towards certain goals that were deemed mandatory or ideal by the societal structure. People played for all sorts of different reasons. A player might have simply enjoyed fishing and ganking, and encountered someone who had a lot of epic gear. This either led them to continue what they were doing without care, or caused for some careful introspection.
“Wow, how did he get so geared? Maybe I should ask him. Maybe I should try out that Onyxia raid. How do I get there? Oh wow, you need 40 people? This is going to take a little bit of effort.” ; worth or not worth was entirely dependant on their own self.
When Naxxramas crushed the hearts of 95% of the high end raiding community, and TBC was looming, Blizzard thought it prudent to begin looking at raid exclusivity. They stayed on the same structured path into Sunwell, where they dismantled gating to previous tiers, while simultaneously gating the content ahead (you could only do Kalecgos once, and if you wiped or finished him, that was it, until the next week, when they made Brutallus, or Felmyst, or Muru available, so and so forth).
Blizzard had a difficult choice, but made the necessary one to grow their wealth and deliver more content. They made raids more available, and destroyed the exclusive nature at the top. They had badge gear implemented, and they looked forward into WotLK with an idea they could break content into basically easy and hard mode; but in such a way, everyone could achieve virtually the same thing.
PvP was never wholly balanced, and as they struggled to deliver balance to PvP, they made sacrifices to other content to bring everything in harmony. As the years grew, the problems became worse. The game became too stretched thin, as Bilbo Baggins says; “like butter spread over too much bread.” We all know how it has culminated. Content is devoured and the only mitigating factor for that guy fishing and dreaming is locked behind repetitive RNG, ironically, fishing for gear. It’s just bad game philosophy. A lot of people don’t mind fishing for gear, or doing dungeons many many times for gear, but when said gear drops and it’s not that piece you needed, because it didn’t roll titanforged max ilvl, not only are you viewed as not progressive by the elite, you are soured at the experience. When an item dropped in Vanilla, it was blanket good or bad for you.
In real life, you reap what you sow. If you work hard you’ll see results. Anyone who was fat and is now skinny will be happy with the result. But the ones who did it the hard way, the authentic and original and Vanilla strictly diet and exercise way, tilling their own garden, will glow. When you work at hard at your job, and your boss gives you a raise, you are satisfied. If he gave everyone a raise because they worked hard, you’d still be satisfied. If he gave everyone a raise and half of the people were irritated that other people who had 3 or 4 times as many sick days also got a raise, the exclusivity is diminished. You’re ok with this because you got paid, but it never sits well. You might look for growth opportunity elsewhere after a decade or more of this. And that’s modern WoW. A game where everyone is given everything regardless of merit.
Whose to say what merits reward? I’d argue the playerbase, who have been clamoring for Vanilla. A chance to not only enjoy the game that captured their journeying nature, but their RPG roots, their social ability, and their enjoyment, almost entirely derived from being unique in a world of unique players.
Retail WoW is just a giant sandbox of kids where everyone has the same Snake Eyes GI Joe figurine. A lot of those kids leave the sandbox.