You might not enjoy open world spaces, but as you can see from that list provided, it is an extremely sought after feature by many MMO players. Going on dangerous dungeon runs in UO was among some of the best pve experiences I've had in games. Mostly because I don't find pve challenging, but rather it's the social aspect, or the possibility of something utterly unpredictable happening. This could be for instance a gang of reds popping out of nowhere, which you would have to fight off. Did I care whether 100s of others were in that dungeon with me? No! The more the merrier really. In an instance, I know there will be nothing that will truly shock me, I know what I'm going to get after awhile. As someone else has said before, this game is attempting to be two games at the same time, and as Darkstarr said in a recent podcast, "We need to piss off everyone equally" or something like that. This practice or way of thinking has a bad track record in games. Look at SWTOR. An extremely instanced game, with companions, and very much based in Story. It was more of a Single Player game with a bit of Co Op gameplay when it came down to it. That game had an extremely negative reception amongst online players. What makes you so certain or hopeful that SOTA with a tiny fraction of SWTORs budget, and without the massively popular IP to back it up can do any better?