For the "value" thing, I also never liked the idea of subscription based, but the main irk for me was that you paid upfront PLUS monthly. The simple answer is measuring your game enjoyment hours vs the amount you pay.
Lots of games nowadays are 10 hour games, it's quite irksome to pay $60 for such. Oblivion, Mass Effect, I got 90-100 hours from each for that $60.
So, $15 a month for WoW may not be much when you consider the amount of time you get. It just depends on how much of that time is enjoyable. Is there a grind for xp? Sure. But there are also questlines full of plot, and humor, and fun. PvP isn't about advancing a storyline any more than Halo multiplayer is, or for that matter, Football.
And aside from all that, there is Guild Wars, which I played quite a bit of. It can easily be considered a solo-game, but you can group as desired. It has a strong central storyline, and it's not a monthly fee. It's an MMO, but not quite as "much" of one as WoW and such.
The "WoW in D&D" has nothing to do with the style, but with the gameplay or mechanics of things. Power use vs cooldowns, assigning roles such as tank, healer, et cetera. Agro mechanics may be a requirement of a video game, but D&D has intrdouced Threat to the mix quite clearly.