It wasn't that World of Warcraft didn't have a conscience, but it was more of a display of self-confidence.
Was it difficult to make a few more maps and complete a few hundred more quests?
Of course, it wasn't easy, but to many people, it was just a matter of quantity. If I need 15 days to make one map, wouldn't it take 150 days to make 10 maps?
The main problem was that other games didn't do this because they weren't confident in their own designs.
Why a split main storyline? Wasn't it because the players didn't like to watch it and only wanted to kill monsters and level up?
Why didn't the players like it? Because you didn't do a good job.
For many other mmorpgs, it was precisely because they felt that they could not do the story well and the world structure well that they chose this kind of split main story to ensure the players 'experience of the main storyline in the most secure way.
Therefore, the task system of World of Warcraft was very well-designed.