The higher end brands sell customer experience as much as the product
That's what made brick-and-mortar retail a thing in the first place. Places like Sears and Montgomery Ward built stores not just because it was a convenience to get your product NOW instead of waiting a few weeks, it was the whole experience with a cast of hundreds to help you find something, services, and restaurants. "The customer is always right" wasn't designed as a way to bully poorly-paid retail employees into submission, it was a promise that the higher-end department stores held (and paid quite well) that gave the consumer the benefit of the doubt. (It also worked in a higher-trust society, it doesn't work when half your "customers" are there to scam you in some way).
this was the consequence of the 2008 financial collapse, which is why those companies went bankrupt.
what's happened post-pandemic is the people who used to shop at Target got squeezed into shopping at wal-mart which is why they had to up their ante from stewie griffin graphic t-shirts to vaguely wearable commodity fashion like flannel and hawaiian shirts. It's also why old man wrangler jeans came into style for women
Target's woes are partially self-inflicted, and this was going on before 2020 (DEI shit was part of it, but not all of it). It doesn't have to be this way, though. Reading on a historic perspective, innovation and improvement comes from good economic times, but in downturns, that's when the gimmicks are pulled out, where you want to sell papers or otherwise get people through the door.
During the WoW craze was when the pie kept growing every quarter so every company legitimately did the math and had accountants tell them that they had a mathmatical chance of beating WoW's subscription numbers. apex legends came out six years ago at the height of the battle royale craze when it was pretty fucking obvious that the crown was being contested because pubg was made by chinks and they kept dropping the ball. fortnite was never trying to contest the crown and just became second fiddle by default.
everybody had their own approach to the battle royale genre trying to be the next big thing. right now everybody is desperate for a new thing and they're just making overwatch over and over again
World of Warcraft's big break was getting released right as broadband Internet was starting to become more and more common, but the success of the game was something that never really been seen before. (In 2005, WoW hit 1M subscribers, while Eve Online, released just a year before WoW, was around a tenth of that) and the market was growing.
Harley Davidson making shit Chinese bikes and relying on boomer nostalgia fucked them, now that their customer base is too old to ride them.
Harley Davidson is a bit of a unique case in that it didn't self-immolate like a bunch of other institutions (at least not the same way), it's by sticking
too closely to their aging boomer demographic. Cheap Chinese motorcycles probably sealed their fate but they were doomed either way. But I'm not talking about individual brands, I'm talking whole institutions that are not only doing their aging base a disservice by actively getting worse, but refusing to even offer a similar experience to a new generation.