But that's the thing I don't understand. If a company is "blinded by greed" why jump into a game genre where the majority of the games have failed, and the ones that haven't failed didn't actually make all that much money.
I understand companies looking at Call of Duty making a billion dollars per game and going "I want to get a piece of that" and then making call of duty clones. After all, a call of duty clone is a short 5 hour game that's easy enough to churn out, and an unsuccessful one isn't going to ruin a company.
A Destiny clone is immediately a risky proposition because the most successful one was still only moderately successful, when you make one you have to make TONS of content for people to not burn through it instantly, and you're tied to years of upkeep even if the game isn't successful. It just seems like a bad investment all around for a "greedy" company.
Like I said, if Destiny had been a goldmine Activision would still be holding onto it. They literally just gave it back to Bungie because they didn't want to deal with how much resources it took to run versus the return they were getting. What greedy company looks at that and goes "I need me a piece of that headache."
The only other successful version of this model is Warframe, and that's not exactly a huge cash cow either. It's a good successful free to play game, but it doesn't exactly print money on the scale all of these companies seem to expect. I'm just not sure where this expectation of making "all the money" comes from.
I'll be nearing the front of the line to dump on Destiny... but they had their golden period. Year 3 of Destiny 1. They were doing well with microtransactions, had a steady and enagged playerbase etc.
The thing which has horribly sunk Destiny... is that the was their "B" team doing that. After the initial biotchfest and departure of half the original folks, Luke Smith became the director and did the TAken King (year 2 D1). An uptick in story presentation and campgin, but the endgame on and ongoing activity stream was total garbage.
Smith and the A-team f***'d off start Destiny 2. The B-team, who had previously done the only well-received Year 1 DLC (House of Wolves) took over, and basically started widening the pool. More and more loot showed up. Old raids got brought back to light level. etc. You could play basically whatever you wanted and have a ton of stuff to do and loot to chase. They even get some microtansactiosn that were mostly accepted by the playerbase.
Swing D2 around and it suddenly all caved in backwards. Microtransactions had become a major chase. And there were 0 non-micro transaction cosmetics other then the singkle-use shaders (shaders were always kind of imperfect, but at least in D1, you unlocked it then that was that). Ships, sparrows, ornaments (skins) were all Eververse (micros) only. Customization and just plain old outirght power levels of loot took a huge step back (customization trees from D1 were totally gone, and the 2 (no longer 3-5) perks on a gear were RNG now).
The other big shift in D2c was that PvP (And later their weird garbage balanced PvEvP mode) became mandatory to actually get enough light to reach endgame activies (Which were placed bloatedly above standard drop caps) to hit enough milestoens. And even then, you could just get RNG shit on and get helmets on all your milestones when you needed higher boots to push your light up. Which was effectively when I left the franchisve (people gifting me DLCs got me to play briefly on occasion after), when both Curse of Osiris and Warming I literally could not play the new activities because RNG decided I didn't get to be light level enough (And light levle has never actually increased your power, it only keeps you stable so that enemies don't double damage you/take half damage/become invulnerable to you in those afrbitrarily gated activities).
And then they just kept on doing the same thing. Even when the other team took over for Forsaken, Smith was still director because there's noD3 to f off too, so all the problems persisted even as Forsaken delivered more activities then usual.
EDIT : As someone above noted, Destiny maintains players, sure. But miles and miles away from their previous peaks, even when dropping new expansions. Also they had to hand off their AAA game as a freebie to keep their momentum. "Free" is always going to pull in a reasonable stream of window shoppers, especially with AAA polish behind it.
Actual retention and dedicated players is another thing entirely. And you can dig upstuff like playstation trophy stats showing how little the ongoing content is touched comparitively.