It's not worth to shut down MMOG once it's released unless operating costs or reputation damage is too high. This means that even if project was way over-budget, full of bugs and players fleeing by the masses, it's still usually worth to keep game running. That's what happend to EQ2, EVE, CoH and many more games. EVE has managed to grow almost exponentally after very slow start. They are full success in their budget range. EQ2 or CoH never really recovered from initial subscription losses. Thru hard work by Scott Hartsman, EQ2 managed to get some players back. If game is online long enough and have enough players, it might be profitable in the near future (or might even be right now). Problem comes from the fact that it took years to reach that profit. Sony can put all their MMOGs under station pass but I bet someone inside the organization had to explain the failure after the first waves of subscribers left the game. And they left for WoW
Of course MMOGs don't have to reach WoW numbers just like singleplayer games to have to reach Halo or GTA numbers. If you aim lower, you have to balance your budget lower too. Recent heavy hitters like LotR, Age of Conan and Warhammer Online targeted way too high with their big budgets. They didn't reach the goal (LotR almost got it). Success or failure is only tied to budget, not artistic merits or how good the game might be. I loved Asheron's Call but it took years and years to get profitable.
At least EVE does some interesting stuff like having almost everything player-run and it actually works.