Ghostcrawler scutters in to share some much needed wisdom!People seem to believe that it was the game forcing people to become friends in "mUhNilla". If any one game or media could produce such a result, it'd be a very heavily guarded secret.
Insert The Office's "THANK YOU" meme here.The internet hasn't been novel for over a decade. Nothing that leans on the novelty of the internet will survive in a world where the internet isn't novel. That's right now, that world is right now. WoW is adapting smartly, that's why my friends and I are still here.We can want other players, we shouldn't need other players.
People playing wow had a different mindset then the average people nowadays playing online games.Lots of those who played wow in 2004 came from other mmorpg, like we came with our 300 people raid alliance from DAoC to wow, and we sure were different back then; sure lots of the old players changed their style too but more so the new players.Thats said im still playing wow after those 16yrs, 2k+ days played on my account and its still fun.
I've long suspect that what could help an upcoming MMO (or wow) is to radically improve the guild matching system.Lets face it - 99% of encounters you have in the game are random. Bar a few upper level players, most people will probably have stumbled into their guilds due to random invites and just stayed. And when you get an invite you have no idea who you're joining. ALL guilds brag about running content/doing pvp/having a social community. But the game doesn't really support you finding like minded people. Imagine a guild system where the game knew you were a vet, left/right wing, a retiree, heavily into films and sports, etc. Whatever. And could put you in touch with similar people to hang out with. More like a friendship/dating app I suppose. Sounds weird - but the more you enjoy spending time with the people you speak to in guild chat.... the longer you'll stay playing the game.
Greg did make a good point here. But I think both him and Mike COMPLETELY MISSED the simple fact that WoW has just fallen behind the times with its tools.Simple question: Is is too much to ask, that when I come across misterfunsuckerXXX who I don't want to ever interact again, the game gives me an ACCOUNT-wide list, where I can see "You blacklisted misterfunsuckerXXX-servername on ZZZ with comment NNN". Is it too much to ask the game to ensure that the GAME then makes sure, that for the rest of my life, the person behind that toon I blacklisted, regardless of what alt or faction they are, are NEVER put in any finder activity with me, and that even if they are close in WoW terms, the game ensures we are in different shards?In today's supermassive WoW, you don't have reputation like on small, old vanilla servers. You won't get ostracized for being mean - you won't face standing in town for hours trying to get into a dungeon group. And with built-in social tools, even if you behave as the scummiest scum, there's no consequences. Worse - with many account-wide features and toon leveling getting easy, even the need to reroll is no punishment at all.And so, with people being free to be fun-suckers, they are. Sad, and not all are, but... you get the drift.Blizzard didn't even carry on with, what were they, awesomefish or something?I don't even dare dreaming WoW could get a proper karma system, with rewards and sanctions, which would actually make being goody-two-shoes worthwhile :)Another problem, is that Ion, Mike and Greg never understood what accessibility really means.To give a simple example, running a dungeon involves quite a few concepts that alter with role.You need to understand pulling, groups of joined mobs.You need to know about patrols.You need to know about cc.You need to know about corner pulling.You need to know about aggro.You need to know about all of the above interacting.You need to know about healer aggro from prehealing, dps aggro from overaggroing.You need to know about aggro dumps and aggro redirects, however rare these may be.You need to know about stealth, true sight and their uses.You need to know about skips.You need to know about mob abilities and how they influence your role.You need to know about mob/boss abilities and how they influence positioning.You need to know about boss resets, and where they may be possible/where not.And the list goes on...The game does ABSOLUTELY JACK NOTHING to give a newbie a primer on these.When scenarios showed up, and the proving grounds were just a rumor, I was hoping that the devs FINALLY get it, that they will finally build a set of tools to let the players self-educate WITHOUT having to rely on other players' mercy or goodwill to teach them.Alas, proving grounds were, in the end, a pathetic dps check that really checked absolutely nothing.The sad part is, it's not that hard to imagine an NPC-assisted scenario that would give an interactive lesson about most of the above!Did they EVER attempt it? No. Instead of mentoring and upping rewards, they always dumbed the game down, and in the end, just shoved us into separate silos using the m+, while outsourcing the sole crutch at skill-gauging to raider-dot-io.That goodwill was there still in wrath, and I knew it first hand. But as time goes by, and particularly in finder groups, players tend to assume the other players WILL know the ropes, and aren't willing to show newbies their ropes.So, another question: would it hurt to include separate queues for new players, and allow experienced ones to queue for special rewards if they do so with a mindset they are going there to mentor new players and answer questions, and if they act mean and are reported, they will get much harsher punishment, too?
Yeah, for example ICQ which was founded in 1997 and still exists today did NOT exist in 2004.This guy, seriously!
Yeah, I think there's a real "chicken and egg" question here. A lot of people, Ghostcrawler Mike Morhaime included apparently, believe that the changes Blizzard made to the game made the game less social. But I think there's an equally valid argument to make that the game became less social due to the player community changing over time, and that the changes Blizzard made to the game were necessitated by that, rather than the cause of that.Edit: misattributed
And as if to prove a point to Mike Morhaime's grossly simplified take on it all; 2 of my friends that met in WoW 2 years ago, are now getting married! (^3^)My refusal to take a no from one of them as I wanted to RAF lead to this moment! But it shows that people still make meaningful connections just fine in this game. Social people will seek social gameplay. WoW offers the possibility of having anonymous pickup-and-leave gameplay, as well as more coordinated stuff that requires you to play with a solid group. Removing one in the hopes of forcing people to make friends, would be a very VERY big error.
This post was from a user who has deleted their account.
"I think that it takes away some of the reasons for some people of why they play, and why they might want to continue to play."On the other hand, it lengthened the lifespan of the game for many other players, and allowed them to continue playing even through content droughts.
There's a stil big sense of community ingame, you just have to look for it. The social aspect of the game is still big in the RP realms and if you want a more social experience you should play on them, even if you don't RP.
i see your point, but ive played with 1000's of pugs and had little more than a /wave interaction with 1% of them but been in about 5/6 guilds since vanilla, and have made several dozen friends from that
Agree with this 100%. WoW launched around the time when just being able to interact with other people in a 3D virtual world was a big deal. Text messaging wasn't as big, video chat didn't exist, and most people still communicated either over the phone, through email, or on their PC's instant messenger.People didn't become less social. The avenues through which we communicate (or chose not to communicate) simply changed over the course of a decade and a half.