I didn't say that. I was talking about the work involved in running the game. that might include setting development, but isn't limited to it. I think most players that choose to be "forever players" prefer to be entertained in a mostly passive capacity. I think many of them like railroads (or rollercoasters, as I often put it) and I think too much choice and/or responsibilities turns them off. Anyone who has ever seen the concerned and blank looks when you drop players in a sandbox and ask "What do you do?" knows what I mean.
As to the specific issue of setting creation: even in the Book No One Reads, by page 6 the DM is advised to use player background inform to inform the world and let the players define elements of play.
But that's my point. The DM is advised. At no point in the DMG (any DMG really) is the notion that maybe we could actually let the players take an active hand in campaign design. It's still 100% (or 99% anyway) from the DM. And, again, IMO, the reason that you get these "forever players" who are very passive is because they've had any inkling of being active beaten out of them very quickly.
And, yes, I totally agree about sandboxes. It's exactly what I'm talking about. The players are taught that everything must come from the DM. If the DM then turns to the players and says, "Well, what do you want to do?" then the players really don't know how to respond. Everything they've been taught since opening the PHB (if you want this, ASK YOUR DM!) is that everything flows in one direction - from the DM to the players.
Which, again, IMO, has been a mistake all the way along. This idea that we're sitting down to play in the DM's setting/campaign. It should never have been that. It should be "let's build this thing together as a group, THEN play".
Take something like
The Dirty Dungeon which I alluded to above. Each player makes 5 encounters. A small section of a dungeon with 5 encounters - they don't have to be combat. They are just 5 events. The DM then collects that material, stitches it together, and every time the DM makes a change to what he's been given, you add a d4 to the pot. The players can use those d4's any time they want as a bonus to a roll while exploring the adventure.
I've got 5 players That would be a 25 encounter adventure - that's a seriously meaty adventure. Which you could bang out in an hour or two since all the work is already done for you.
Why is THAT sort of thing not being included in advice? That's how we get around the "forever players" who just passively wait for the plot wagon to show up. Teach the players to work together as a group to build the campaign instead of 5 complete strangers who have zero connection to each other or the campaign and are only adventuring together because they have a "PC" halo hanging over their heads.
We all talk about things like DM burnout or the workload of DMing, but, there's never any actual effort to do anything about it.