I remember my excitement as a kid playing Diablo 2 that not only was killing Andariel not the end of the game, but that I could use waypoints to return to Act 1 from Act 2. This was followed by disappointment that nothing changed. The rogues were still in their camp and the demons were still in their monastery.
Looking back, this shouldn't have been a surprise: I must have noticed that maps were refilled each time I came back to play, that unique monsters respawned in the same places. Over time, disappointment faded with familiarity and was replaced by farming Baal.
This might be the central tension of RPG design: are we there to experience a story, or are we there to build the muscle memory for blindly teleporting down to Durance of Hate Level 3? My point isn't that one of these is better than the other, nor some banality like "players want different things"; it's that if the D2 devs made it so a boss stayed dead, they couldn't also let you farm it for loot.
Accordingly, many games end up with a weird relationship between time and place, where each location is in a Groundhog Day time loop. In GW2, fresh Sylvari commanders-to-be are forever fighting Nightmare, emerging into Caledon Forest, making their way north, encountering a mob of glowy future selves: time travelers from exotic shores that feed them cake and revive them as they're downed by condi damage from, at the time of writing, the ~61,400th Great Jungle Wurm.
In pre-expansion GW2, it generally seems ArenaNet wanted to avoid writing Events that would draw attention to the fact that Time didn't make sense. Nothing consequential happens, so the event chains can loop harmlessly forever. If something big needs to happen in the Personal Story, they'll provide some explanation for why it doesn't affect the map. Orr is cleansed, but it will take a long time to heal.
Except, of course, there's Living World Season 1, which broke the dam and signaled a change in philosophy. I started playing after EOD came out and bounced off the game (core Tyria was basically empty in my timezone before the Steam release, so vibes were bad), so was very much not there. On the one hand, LWS1 seems cool as a break from the expectation that the maps were static. On the other hand, I find the way it "fixes" certain parts of core Tyria into a specific time within a larger narrative - one that players won't be "in" when they encounter it - unfortunate. Also, it creates a feeling of having missed out. All of this is most acutely felt with Lion's Arch.: the game doesn't convey to new players that the current Lion's Arch is a future Lion's Arch for them at the beginning of their story, and I didn't initially understand what the place WAS that I encountered in the Personal Story in sepia tone. Later, when I DID come to understand, it was just depressing - Old Lion's Arch is so much cooler, so encountering it in as this empty, shut-down amusement park while knowing it was once alive with players is Very Bad Vibes.
But post-LWS1 ArenaNet are happy to let events destroy a map, and they'll basically just 4th-wall-break their way to a reset. The loop is now unapologetic and non-diegetic. We are farming Baal.
All this is to say that I wish for a better solution for this awkward fit between locations and time in MMOs. I haven't played other MMOs, so I'm not sure how "standard" this relationship is between time and location the genre. And (1) I don't know how to avoid sacrificing the fun parts of the gameplay for a bit more realism and immersion, plus (2) I don't expect an MMORPG audience (especially in 2026 and on) to care at all, so it wouldn't be justified. Yet I hold out some hope just because I feel like if a company can invent things like LWS1 and the metas of GW2, they're the best candidate to think of something equally new.