Is choosing a server becoming obsolete?
Let's hop in the wayback machine for a minute, because I enjoy doing that. Once upon a time in the days of vanilla WoW, players who had just purchased the game were faced with a choice upon logging in for the first time: What server would they call home? There were three different server types, each with their own flavor: PvP, for those that wanted to log in and have the opportunity to whale on the opposing faction at any given opportunity; PvE for those who would rather avoid fighting with other players and simply enjoy the content; and RP, for those who wanted to create character stories and roleplay with other characters. Later, the RP-PvP realm was introduced for roleplayers who really wanted to whale on the opposing faction as well as roleplay.
But the choice went beyond a simple matter of what type of game you wanted to play. Each server had its own cast of characters, and as the years went by, these players turned into friends and foes alike. Servers weren't just about how you wanted to play; they were a collection of people you interacted with on a daily basis. Guilds were composed of people with the same ideas in mind, but those guilds weren't the be all and end- all of your interaction with people in the game. Every server had that one guy who was always cracking jokes in trade chat. Every server always had a ninja or two. And of course, there was always the guy who didn't seem to get what social interaction was all about.
These days, we have cross-realm grouping via Real ID, the Raid Finder for those who don't want to bother with joining a raid guild, and now we've got the up-and-coming feature that will allow us to group with players cross-realm for raiding old content as well as the new stuff. So the big question is this: Do servers even have a purpose anymore?
But the choice went beyond a simple matter of what type of game you wanted to play. Each server had its own cast of characters, and as the years went by, these players turned into friends and foes alike. Servers weren't just about how you wanted to play; they were a collection of people you interacted with on a daily basis. Guilds were composed of people with the same ideas in mind, but those guilds weren't the be all and end- all of your interaction with people in the game. Every server had that one guy who was always cracking jokes in trade chat. Every server always had a ninja or two. And of course, there was always the guy who didn't seem to get what social interaction was all about.
These days, we have cross-realm grouping via Real ID, the Raid Finder for those who don't want to bother with joining a raid guild, and now we've got the up-and-coming feature that will allow us to group with players cross-realm for raiding old content as well as the new stuff. So the big question is this: Do servers even have a purpose anymore?
When you made that choice in vanilla and picked a server, you were essentially signing up to become a part of a community within the game. Battlegrounds didn't exist, and players couldn't talk to players on other servers. It was a completely isolated environment, one that was self-policing in a way -- if you acted in a manner that people didn't like, you'd soon find yourself on the blacklist of pretty much everyone on the server. Players who violated the simple tenet of Be Nice to Those Around You felt the sting of their decision in a profound and meaningful way. Nobody would group with you, nobody would quest with you, and your only choice was to re-roll on another server entirely.
When server transfers opened up, it opened the floodgates for these people. Suddenly the consequences for acting poorly weren't meaningful; instead of having to re-roll from level 1 and start over, they could simply pay the fee and take their main to somewhere where nobody would recognize their misdeeds. Eventually those misdeeds would catch up, however, causing them to have to relocate once again. There was still a social aspect to these servers at that point; players still had to group with each other to complete content, after all.
And then we had the introduction of the Dungeon Finder, and it dynamically changed how the game worked from a social perspective. Players w hogot a kick out of being rude in instances no longer had to worry about what the rest of the server thought, because they were grouping with people they would likely never see again. Blizzard addressed the problem of finding people to group with, but in doing so, it opened the floodgates for that server community to slowly dwindle and die.
World of Warcraft has a much different face now than it did in vanilla or even The Burning Crusade. Players no longer really talk to each other in game unless they happen to be in the same guild. It's rare that anyone looks for a group of people on their own server -- why should they bother, when the Dungeon Finder easily puts together a group for them? And there's no real reason to talk to anyone in a Dungeon Finder group; you're not likely to see them again, anyway.
With the Raid Finder, players no longer have to look for raid guilds to complete raid content. With the introduction of cross-realm raiding, they no longer have to even look for a server in order to raid content. What it boils down to is this: That choice that players had to make back in vanilla, the choice of what type of game they want to play, is no longer a relevant choice. If players roll on a PvP server, they only need worry about PvP while they are leveling. Once at max level, they can simply sit in their capital city and queue for whatever they'd like to do.
Those who want to raid no longer need to look at PvE servers and what types of raid guilds they offer. They can simply queue up for the Raid Finder and experience that raid content without having to be in a raiding guild. When cross-realm raiding opens up, they can even play around in real raids, rather than Raid Finder versions. Roleplaying seems to be the only reason to choose a server anymore, but roleplay is dwindling on many servers, likely because very few people on these servers go out of their way to actually talk to each other anymore.
But this isn't a question of social interactivity, I suppose. What it's a question of is whether or not the choice of server even makes a difference anymore. It seems as though the choice of server is slowly progressing from what type of game a player wants to play to how much lag they will experience while they are playing it. If this is the case, why even have the separation of U.S. and European servers anymore? Why not let anyone group together, regardless of location?
Part of me wonders all of this, and the other part looks back fondly on the days of vanilla, when joining a server meant that you were joining a small community of a few thousand people. It meant that you were signing up to interact with this community and make scores of friends -- and enemies -- along the way. Playing World of Warcraft meant that you were playing with other people, people who had lives, thoughts, ideas, and feelings that you should take into consideration while you were mucking around slaying internet dragons. It seems like those days are slowly sliding into oblivion, and I'm not sure how to feel about that.
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 4)
Fox Van Allen Jan 13th 2012 5:01PM
Many servers may be indistinguishable from each other, but Proudmoore -- my server -- has its own unique identity and community. People actively choose the server because of it.
Nathanyel Jan 13th 2012 6:00PM
> Proudmoore -- my server -- has its own unique identity and community
Because you play on it, and have invested time to get to know its inhabitants.
Tokkar Jan 13th 2012 6:28PM
@Nathanyel - while that is essentially true for every server, Proudmoore does, in fact, have a very distinct community. Whether you're LGBT or not, I have never been on a server that was more friendly, helpful, respectful and inclusive...and it's not even a server I play on regularly! This was my experience from day one!
LynMars Jan 13th 2012 7:06PM
I tried to leave Shadow Council once. I went back pretty quickly. For me, there is a definite server community for the RPers there; many of us play and recognize each other, whether we use RP Haven or not. From our stellar helpers to our irritants, it's familiar and comfortable and a bit different from a lot of other RP servers.
Pyromelter Jan 13th 2012 11:09PM
I would also add that in addition to the server communities, the Auction House of each server makes a huge difference in terms of gameplay. In a game like wow, economy is a big deal, and unless AH's become cross-server, that will definitely be a big part of life on individual servers.
Unknown Jan 13th 2012 5:05PM
With the direction this is going, the whole concept of separate servers will eventually fade into history as we all appear to be in the same virtual world. Stormwind's about to get a lot more crowded.
DarkWalker Jan 13th 2012 5:51PM
Which is something I would love.
I've played MMOs that chain characters to a single realm, MMOs that still have separate servers but allow players to change mostly at will, MMOs that have just one world with separate dynamic instances, and one MMO with a single world and no instancing.
I can say, without any doubt, that the server scheme I most dislike is when characters are chained to the server, like in WoW. IMHO, it just serves to segregate players that would want to play together and to keep in the server communities players that don't quite fit in but won't put up with re-rolling (or paying for a transfer) in order to go to another server.
Jabadabadana Jan 13th 2012 6:25PM
I don't know about your computer/internet, but mine cannot handle 10 million people on the same sever. Hell, it probably can't handle 100k.
Pyromelter Jan 14th 2012 5:22AM
Jaba, I believe what unknown is referring to is the sort of modular/instance version of things - basically it's one "server" but there would be like 200 different "instances" of orgrimmar/sw for example.
maelwys22 Jan 13th 2012 5:05PM
"If this is the case, why even have the separation of U.S. and European servers anymore?"
Please, do some research on your own before writing up a big old Blog... It will prevent you from looking stupid.
Samuel Jan 13th 2012 5:15PM
Please, do some research into manners on your own before commenting on a big old Blog... It will prevent you from looking like an ass.
Glaras Jan 13th 2012 5:18PM
WTH does that crack mean? Honestly, if all you're going to do it take a shot at someone without adding anything of value, keep it to yourself. But c'mon, genius. Tell us why you think it's stupid?
maelwys22 Jan 13th 2012 5:23PM
You kind of expect people who write a Blog about WoW on a regular basis to be knowledgeable. Comments like this from the author prove to me that this is not the case.
The EU and NA clients have different TOU and EULAs and are maintained and operated by two separate divisions of Blizzard.
Combine those factors with the geographical locations of their server hosting, and the lag issues that would occur should the player bases be 'merged' and you've got a number of reasons why these two regions are separated.
It doesn't much research to find answers to such a question, and someone who is writing about WoW Professionally should be expected to do some basic research before publishing an article.
Sorry if my manners offended you. I find that fluff pieces that expose a lack of understanding and expertise on the part of the author to be a poor reflection of any professional writer.
Nick Jan 13th 2012 5:57PM
lag issues? I play just fine on East Coast servers with under 100ms ping times.
I'm in Edinburgh, Scotland.
Devin Jan 13th 2012 6:35PM
Correct me if I'm wrong, but if the "TOU and EULAs" were such an issue wouldn't people be forced to play on servers in their region?
Mehrik Jan 13th 2012 6:43PM
I'm genuinely interested to know what specific differences in the European and North American EULAs or TOUs would be in conflict by allowing a North American customer to pair with a European customer to run a dungeon.
Also, the European customer base is attended to by a different division of Blizzard. Okay, but why does this rule out in-game socializing between players on different sides of the pond from each other? Are you implying that rule sets under which each customer base operates is incompatible? If so, could you please provide an example or two?
Lag, well, that's often a problem with the system the way it is. And then again, for many people, like Nick from Scotland, it's a non-issue.
So it seems that the premise of your comment is that the author is doing the Wow Insider community a disservice by posing questions that he has not thoroughly researched answers to beforehand. Why? Are you saying that he should settle the matter for us and close the debate, or are you proposing that he is a hack for opening up the topic?
But seriously, I really am curious to know what you know about those EULA, TOU & different division issues. Personally, I believe that there really may be some serious hurdles to overcome before the two communities can seamlessly merge. I don't claim to have enough information to know specifically what those issues may be. I do know I am not upset that someone is putting the question to me and my fellow gamers. And I also know that there are people out there who may have some relevant facts to share that just may educate me.
VSUReaper Jan 13th 2012 7:11PM
It's not so much the technical aspect he's questioning, but the social.
Most (not all) Europeans speak or at least understand English, meaning that there isn't much other than the technical aspect keeping people from grouping like the Author suggested.
Don't be an ass b/c you didn't read and comprehend the point of the article.
Xantenise Jan 13th 2012 5:11PM
I miss those days. Back in BC, I remember recognising names all the time, and I'd run into people and meet them for the first time and I'd tell them I'd heard of them, and they'd tell me they'd heard of me. People had reputations. I didn't need a guild because of this, I had friends and connections and it'd be easy to find groups without one.
Now it all bleeds together. I barely recognise people anymore, the only ones I do are trade trolls. Being unguilded now means isolation more than ever.
wow Jan 13th 2012 5:12PM
Part of the reason why I remain on my EU Server is the community of people that I still play with after six plus years. Very few of us use Cross Server services to play with (though I know it happens), but I will admit that the sense of 'server identity' has been somewhat diluted from what it was.
Ironically the reason why a couple of my friends have jumped ship to TOR is because they are PvP-ing on one server, and one server alone, which makes for a far more 'personal' experience away from what has become a quite homogenized PvP Experience with the BG Queues. You win some, you lose some.
Servers are important for those people who AH speculate with the game: a thriving Economy matters. It then very definitely matters what one you pick to 'play' on...
It's a good article, and if you think the 'golden days' of the Server community are numbered I suspect you'll have a fair few people who'll agree...
Nick Jan 13th 2012 5:23PM
Numbered? I think that's very optimistic, server community is dead for the most part. It's now guild community and soon battletag "community" that's going to save any aspect of MM this ORPG once had.