Good video - I didn't know pre-Everquest MMO history.
Problem is, those F2P games can have a nasty habit of costing you way more than WoW or pre-F2P SWTOR ever did. Pay to play, you've got $45-50 box price plus $15/month. F2P? They are littered with mechanics that encourage the player to spend money, artificial limits that make shelling out cash the only option if you want to play more than a little bit.
Take Spiral Knights and WoW for example. Years ago, I got bored of WoW - when Cataclysm was first out and the community was adjusting from WOTLK's multiple levels of difficulty(all of them bar some heroic 25 man ICC boss fights being easymode by the end with that 30% ICC buff) to Blizzard's new more universal difficulty in Cata(in multiple senses of the word).
Put simply, I couldn't find a guild that didn't suck, full of people who had no idea how to adjust to Cata's difficulty spike relative to parts of WOTLK, or wasn't filled with competent but flaky people I may as well have typed /roll to see if they were going to all show up or not.
So I decided to try this free to play Spiral Knights game instead, still messing with WoW on the side.
Come to find out, past a certain point, via energy restrictions, energy being what lets you get on one of their elevators to dungeons and PLAY THE GAME, the developers limit you to maybe 1 run to the Jelly King (a mid-tier boss) per day. Some items even required energy to craft, so unless you want to cough up extra money for more energy beyond your lot each day, you couldn't do anything much.
Pay up I did for a while, until I realized I had just spent $90 within the first month on a free-to-play game just so I could gear up faster than a glacier(the default setting to obtain 4 let alone 5 star items) and play it as much as I wanted.
Needless to say, I went back to solely WoW shortly after. There, you know it's $15 a month (even if I don't play anymore) and you can play as much as you like. F2P, you'll end up shelling more than that out if you want to do more with the game than just fuss around with it for 30 minutes each day.
30 minutes a day playstyle isn't what I think of when I think MMO. Then again, from everything I've read about Warlords of Draenor, it's not even that for everyone. Here's my impressions:
Casuals log in, deal with annoying RNG on RNG on RNG, fuss with garrison, log off(possibly after waiting on LFR to pop for an hour alt tabbed and tab back in - just to Alt-F4 in frustration at ridiculous queue times).
If you're one of the minority that raids, log on for longer for 2-4 nights a week to raid, deal with annoying RNG on RNG on RNG in loot, and for many classes RNG in class mechanics(hello Fury Warrior - my old main), log off.
If you PVP, get your PVP box after playing for that week, open it, pray for above RNG on RNG on RNG gods to smile on you, curse in rage when it contains something you already have on top of RNG making it not the stats you would have wanted anyways, log off.
With design like that, it's easy to see how Warlords hasn't exactly set the world on fire, the declarations that MMO's are "dead", when really it's just the highest profile one apparently doing its damndest to fit itself into a snug noose.
As you said, MMO's aren't dying. It's just the ones that are up front about their cost are - see SWTOR going F2P, and now Wildstar going F2P even as Blizzards hemorrhages subscribers over how they botched Warlords of Draenor. Unless Legion does something drastic to make Warcraft, part of the old vanguard, appeal to people again, I'd guess WoW is on its way out as well.