The rise and fall of the Personal Quest.
What makes personal quests tricky to look back on is that they're simultaneously one of the best and worst things that ever happened to the genre. Without them, MMOs would be lesser experiences, and it's hard to imagine them being as successful. In their success though, they offered a template so easily copied and safely implemented that they largely killed the point of their genre.
Some games make the solo thing more appropriate. In City of Heroes for instance, it made sense that you handled your own business. Personal quests were insurance. No matter what else happened in that world, there would be that strong through-line - NPCs, monsters, specific objectives. There would always be someone in need of twenty bear asses, and twenty bears with asses to spare.
Easily the most tragic victim of this approach though has to be The Elder Scrolls Online from last year. You know that the cult of the personal quest has reached critical when it even infests a series predicated on freedom and exploration, its world being sliced up into levelled zones and being led by the nose, with just a little wandering around the side to remind you of what could have been. But there are other games too.
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