Of course you can blame it all on addictive personalities. (He wasn't my ex because I lost the decision making process, for reference. He actually quit doing it once I demanded it). Anyone can blame anything on anything.
EVE works basically the same way though, if you want supershiny you need the ability/time to invest. Some games have worse "alarm clocks" than others - Eastern MMOs are famous for them Rising Force was a bit insane with Chip War every 8 hours.. the logical reason is this way every time zone can participate in a chip war. That's not how it works out once you combine humans into the programming. Some games don't bother with it and do end up, to gamers "too easy", or not much of a game at all. Different than balancing enjoyment with challenge and advancement in say, a tabletop GMing sort of way, computer games have profit margin stuffed into the calculation also. Guess which one wins in importance.
And that's the deal, really. People are as much a part of an MMO as the code, with all of their individual eccentricies and their common behaviors. So when you look at something in a code and say "the player should be more responisble" -- the coder made an opportunity specifically for a player to not be responsible because they added what translates as digital cocaine in ther hopes the subs would keep rolling in (and its well known what success does in the pleasure centers of people's brains -- game designers use gimmicks like that specifically for player retention, etc. It's a formula that I wish I could find the paper that was written on it, but "fun" isn't even one of the variables.)
Being angry about the a viewpoint on the truth and throwing excuses is like being pissed at a friend for becoming an alcoholic when you always met him in the bar.
(edit: specially when we're all sitting in here bitching about the taste and price of liquor these days)
MMOs are designed: to get X dollars a month subscriptions, or get people to spend X dollars a month the cash shop. The fun part is almost optional.