The MMO bloggers are pretty upset about the horrible turn of events in Azeroth (except for psychopaths). One could ask why didn’t they do something about it?
The answer is obvious: because they can’t. Even if the whole WoW playerbase would refuse to do the before-expansion questline, the tree would still burn and Lordaeron would still fall. It was decided in the scripwriter department of Blizzard. You have no say in it. You can do the quests or forfeit the rewards but it changes nothing. You aren’t a player, you are just a piece in the play. A replaceable one.
WoW is not a game. You can watch someone else playing and get the same passive story-watching experiment. It’s not an art critic blog, so I won’t get into how stupid the story is on the scale of Agatha Christie – Megalodon movie with Dwayne Johnson. But it’s a story-watching experience, a film of some sort, not a game where you win or lose based on some kind of skill.
While I’m not a fan of reaction-time “skill” games, they are still games giving out rewards or defeat screens based on how good you did. I like strategic games better, but that’s my choice. “Game” is defined by competition between players (directly or by points) in an artificial setting. The setting can have story elements, at least implicitly (you are thrown to an empty island to fight until last man standing in PUBG), but the point is defeating the opponents to win. There is no meaningful win in WoW: everyone can complete the story and everyone can reach any ilvl, some faster, some slower, but at the end of the expansion, it won’t matter anyway.
I’m not sure why game elements are left in WoW, when they are just pointless obstacles. Let just players press “combat” button and the character would use optimal rotation while the “player” just watches the story unfold.