Well an MMO on average provides far far more content, it's simply a more intense and complete gaming experience. It's more unique. At least it used to be. MMOs are definitely slowly shifting away from the subscription model to the freemium one (some start experiment with ads but I don't think there's anything significant so far). The shift is obviously because there's more MMOs, they loose their uniqueness factor and it's so much cheaper to develop and then maintain them.
Nowadays if you want to make a significant subscription based MMO it would have to be really cutting edge or very niche (check out WW II online, but keep in mind it's not a financial success, they can just support themselves).
Why did I pay for my friends?
Well some were not even friends. I was basically a leader of a "tribe" there and made an "invitation contest" (every member could invite people to the tribe, top 3 inviters would get the "premium points from me".
But let's be honest, the true underlying reason is "oh look how cool I am, I gave you a gift", in fact that little contest of mine was somewhat a scam, I made sure the right people won :-)
But generally speaking browser games and MMOs are very different in almost all aspects. Revenue models might be getting similar but everything else is fundamentally different. I guess that doesn't need explanation.
As for the money making potential I think MMO market is definitely over-saturated, competition is very fierce and barriers to entry big.
Web browser market is very saturated too, but mainly with low quality stuff, as in it's no sooo hard to build something better. But the downside is that most games really struggle with profits there.