Mr. Morhaime, tear down this wall!
I’ve been meaning to write about WoW’s Great Wall-sized social barriers for a while now, but Blizzard’s latest announcement of cross-faction transfers (for a fee) seems as good a time as any.
A while back, some devs decided to try World of Warcraft as a sort of “golf” for game developers. It rapidly failed– not because most of them didn’t play WoW, but because most of them couldn’t play together.
The chance that a given player in the U.S. is on your same WoW server is less than 1%. Then, the chance they’re on your faction is about 50/50. The chance that they’re at a character level, equipment level, and commitment level to go out and productively kill something with you… well, combine them all, and they’re miniscule.
Of course, that’s not what WoW’s about. Warcraft is about finding one group of enablers to play with regularly. It’s not social like Facebook– it’s social like a cult, or the mob.
What a lot of would-be WoW-killers don’t realize is that it’s tough to pull people out of their cult– and if they leave, it’s not to join another cult.
The next “WoW killer” needs to be more subtle, more Facebook. And you’re seeing plenty of it already, sneaking in through games like Call of Duty. A Call of Duty player wouldn’t tolerate it for a second if the game said, “sorry, you can’t play with that friend– he’s on a different realm. Oh, and level up, and reroll Horde.”
Yes, you’ll lose some of the strong bonds of something like WoW. And maybe you can’t pull off some of the same persistent world coolness. (If you decide to just “ditch realms”, how do you design or implement a world for 100,000 people?) But modern, multiplayer shooters are showing you can still create a strong, enabling community out of that. (Heck– so are the old shooters.) They just need to figure out how to charge a monthly fee.
As a thought experiment, what would happen if WoW just made server transfers and faction transfers isntant and free? Maybe a touch more griefing, though I’m not convinced. The impact on server economies would give the hard core auctioneers more to do, not less.
One of the biggest losses would be the loss of the “big fish in a little pond”. How can you be the third best guild on your server when guilds can jump from server to server on a whim? Many game services, such as XBox Live, offer a friends-only top scores list, but that’s a bit trickier with WoW’s structure. Plus, it’s not just the technical aspect– it’s walking around with that guild tag over your head, or recognizing the other folks in other server-best guilds, or with rare (on that server) gear. How do you create that “little pond” again, to regain all the social pressures and rewards that come with it?
