I've compared raiding to open PvP in the past, and the comparison still holds up. It's something that a lot of games developed in response to a specific genre-defining game have featured. But it's not doing those games any favors, and it might be time to take a hard look at this gameplay element that games survive in spite of rather than because of. If we learn nothing else from WildStar's issues when it launched into what should have been an ideal environment, it's that raiding certainly isn't driving players into a game's waiting arms.
But I don't want to just say that and let it roll around on the floor. Let's actually break the argument down across a couple of articles this week. Why does raiding need to shuffle off of the main stage, definitely as the default endgame model, perhaps altogether? I can give you six good reasons.