Friday, October 12, 2012

The social aspect of WoW, from a nerd's standpoint


In my journey through WoW and social games in general, mostly I tried to play solo whenever possible, and only grudgingly joined a group when there was something I wanted badly and couldn't be done by myself. Sometimes such behavior led to a good deal of wasted time, but it was also gratifying when successful. For example, killing the keepers in the Altar of Zul. Good times...

Eventually I realized that killing undead by the hundreds in Andorhal and hoping for a world drop wasn't really the right way to play the game. Aiming at greater achievements, I mustered enough willpower to leave my little shell and search for a raiding guild. And even though I never really managed to reach the loftier heights of WoW endgame, it was still pretty rewarding to meet people and learn to work with them.

By contrast, it's implicit in WoW's modern design that players are supposed to play with their friends from outside the game, if they want to play with friends at all. Other gameplay options have been steadily transformed into an anonymous, streamlined experience - first dungeons, then raiding, and now even group quests.

Like I pointed out before, Blizzard likes to say that such things actually improve the social aspect of the game by making it easier for more people to meet and play together. I don't know if they actually believe it, or if it's just the CM party line, but a bit of digging shows that's really not how it works.

At least part of what drove players to meet each other was necessity - there were obviously many things in-game that couldn't be accomplished without teaming up. Because there were transaction costs involved in such teaming up, people tended to band together with guilds and friends lists. And even those people who were not in your close-contact group wouldn't always be complete strangers. You'd cross them leveling up, in the city, in trade chat. This generated the elusive "feeling of community".

To nobody's very great surprise, except apparently Blizzard's CMs, reducing the need for interaction didn't have much of a positive effect on WoW's community. People can play without the hassle of having to deal with other people, and so they don't. In that respect, the only recent counter trends are real-ID friends lists and Challenge Modes, which actually require teaming up. That and normal/heroic raiding are the only remaining bastions of voluntary interaction amongst players. And again, as Blizzard likes to point out, relatively few people do these things.

In my view, whatever socializing still exists is nowhere near enough to make up for the lost server communities. Those were an integral part of the "sense of belonging", which is now in shambles. The game no longer feels like a self-contained parallel world, which was, for me at least, a major reason for sticking around. Nowadays WoW is more like Diablo: get in, find a random group, kill things, get loot, brag, get out. All very efficient. And boring.

Once upon a time, the game won me over as a "prosthesis" of sorts for my sorely deficient social life. Now it's just another game. An old one at that.

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