Ruin Explorer
Legend
Interestingly enough, I didn't run it like a typical 4e, and that's probably a reason why I enjoyed it so much. I focused on set piece battles instead of attrition combat and used Skill Challenges extensively, even in lieu of throw-away combats.
Wait, is this not how you were supposed to run 4E? I ran 4E that way, and I kinda assumed everyone did.
Now I admit clearly not everyone at WotC did, because stuff like Keep on the Shadowfell (another crime against adventure-writing - though in this case merely a rough mugging in an alley, not the serial-killer-spree that Faction War was) was just absolute drivel with loads of pointless, boring fights in it, but that and most of the WotC 4E adventures I saw were badly designed on multiple levels (not just the mechanical!), so I sort of assumed that was why.
The WoW influence I think was a total misreading of the market. While there is significant crossover between D&D players, at least at the time, and MMO players, Hasbro banked too much on that trend thinking it was the future. It was a mistake that even Ryan Dancey made. To many people listened to Dancey a little too religiously after the success of the D20 System License and OGL when he kept harping on and on about WoW and other MMOs and trying to capture that audience.
As I've explained, there wasn't any actual WoW influence on 4E's design, themes, or setting, on a factual level.
However, I think Dancey's comments (note: he didn't work at WotC at this point - hadn't since 2002) did inspire some people to assume that there was such an influence, and having not really played WoW, nor in many cases 4E, just thought it was there (it's an honest mistake, on a certain level).