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
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Reader Comments (Page 3 of 4)
DarkWalker Jan 13th 2012 6:44PM
@loop_not_defined
That traitor idea is really interesting for players that want to PvP on imbalanced realms, where the dominating faction is too prevalent. Group with anyone from the other faction, and everyone see you in red - but, by the same token, you see everyone else red, so instead of having to hunt elusive players of the opposite faction, you can indulge in a bit of World PvP against your own faction :)
I could see mixed hunting parties forming just to spread some chaos :)
loop_not_defined Jan 13th 2012 10:41PM
My wife pointed out one small problem. If a cross-faction party is hunting players, and one such prey runs into a town for safety, one of the same-faction hunter members could theoretically follow the prey into town.
The easiest way to avoid such situations is to make cross-faction party members flagged as Hostile to all faction NPCs, Alliance and Horde. So as long as cross-faction members are grouped together (and able to attack their own faction), guards will Kill on Sight regardless. Which still isn't too weird. They should view you as a traitor as well. :P
There's still a couple other loopholes, but I think the details are a little too deep at this point of the conversation.
shatnerstorm2 Jan 13th 2012 5:39PM
I have mixed feelings about this issue.
On the one hand, do I miss being able to make friends on my server, talk to people from other parts of the country, learn their stories, and feel like I have a little network of "WoW friends"? Yeah, I miss that a lot.
But do I miss the days of having to deal with trade trolls for an hour to find a group (even longer if you're a lone DPS)? Do I miss the experience of putting people on my friends list just because they were a halfway competent tank/healer? Do I miss having to put up with a guild full of people I generally can tolerate at best - and loathe at worst - just so I can raid? Absolutely not.
Sometimes I wish the community were still there, but now is the first time in the game's history where I can just log in and play with no expectations, no strings attached, no fear of being rejected by a pug or guild leader, and none of the interpersonal stress that goes along with those things.
If I could wave a magic wand and bring WoW back to the days of BC, or play a game that's similar...I'm not sure if I would or not.
shatnerstorm2 Jan 13th 2012 5:47PM
Also, I agree with Loop in hoping that Battle Tags will bring some of that incentive to socialize back, even in LFD/LFR. I would definitely love to find a competent tank buddy to go with my four healers so I don't have to roll the dice with pugs, and hopefully Battle Tags will help me do that =)
helcastwolfshangze Jan 13th 2012 5:51PM
"If this is the case, why even have the separation of U.S. and European servers anymore?"
This could very well be the case in the future. My major example is a part of the shadows of the internet. What lays beyond those shadows is of course all the piracy, botting, and people that want to make games their own. In my example there is a community that is growing quite rapidly that holds roughly 34 languages and cultures across the world on seven different servers. These servers I speak of are a "ripped off version of WoTLK." But the quality of them are like stepping back into time of patch 3.5.5a. As right now, there are 23,559 people on them combined, and this is at one moment of a given day. This example shows that raiding guilds and pvp seasons can be continued with considerable cultural differences and different languages.
Langis Langley Jan 13th 2012 5:48PM
Thanks to instancing and ever-improving technology, instancing may lead to a single "server" of sorts, where servers are created ad hoc depending on player populations.
I can't wait, both because I want to play in that environment and because I want to rub it in the faces of every Zellriven-esque "oh noes cross-server ruins communities" apologist out there.
Phoenix Psaltery Jan 13th 2012 5:56PM
I can understand the idea of gradually reducing the distinct identity of the various realms/servers until eventually the world (of Warcraft, naturally) becomes the equivalent of one huge virtual world. That's similar to the way Second Life works, and it's relatively seamless, although in Second Life's case, each server runs four "sims" of the world (a region of land measuring 256 x 256 meters), and when a player moves from one sim to another, they may move from one server to another, or perhaps simply from one CPU of a server to another (generally, each server is quad-CPU and each CPU runs a sim).
I imagine it would take a major overhaul to put everyone in WoW into the same virtual space, and the world would get a lot more crowded. Maybe it's not such a great idea after all. ;)
Andy Jan 13th 2012 5:58PM
Choosing servers will continue to matter until all auction houses are linked. Otherwise, a bad choice in your server is detrimental. If the server population is low, there won't be a very good selection in the auction house. This is a major hurdle and changing this will be major.
The other part is for leveling/questing, which can get awfully lonely even on a high population server. Questing has become more and more of a single player game. Unless this is something you want, server selection will still matter.
Grouch Jan 13th 2012 6:01PM
Meant to say and "changing this isn't trivial."
Philster043 Jan 13th 2012 6:07PM
I got really lucky when I chose Earthen Ring as my server. My friend and I were just looking for a server at random, and we just knew we didn't want PVP. We assumed a RP realm meant the opposite of PVP - that is, just that it was what WoW called PVE realms. If we had known it meant actual "role-playing" we might have hesitated. But in any case, Earthen Ring has turned out to be very good to me as a server, my main has gotten tons of achievements on it with very capable help and I've made some very good friends who are now also real-life friends on it.
Argent Dawn is my server for my ally-only characters. I am not as fond of it as I am Earthen Ring, the community isn't quite as tight-knit, and I never did find a guild I liked there. But Earthen Ring is my true home anyway, so it doesn't really matter.
lmyernick Jan 13th 2012 6:07PM
As far as cross-realm ability to raid old content... from what I understand this only allows us to choose to group with players I have the real ID of. That means I have to actually know them well enough for them to give me their real ID or want mine. Its not like queuing in a BG or Dungeon where Blizz finds people to group with me so I still need to make connections on my server or others and make friendships. This allows me to enjoy time with people who left server.
Of course this doesn't replace a guild where you get to know people day after day and you build a team that raids each week together and learns to work together and have fun together. On my server people still talk, still look for "good groups" for 5-mans and beyond. I still have people who know my rep before I've ever met them and meet people I've "heard" about. It is different then it used to be but I think this change is good. The days of literally not being able to do a dungeon b/c you can't find 5 people who feel like doing it are over. Now you have dungeons on demand ... well if you're a tank anyway ;-p
Bossy Jan 13th 2012 6:16PM
The next step will be the cross server AH's.
Even OPEN WORLD could be cross server created (and render ALL single servers obsolete).
How ?: Easy: make some zones phased.
Blizzard stand miles further than any other developper at the moment when open world phasing is concerned.
Blizzard's phasing is based on PROXIMITY of the phased sub zones. You can all be in the same zone, but on nearing a phased sub zone you see different realities without loading screens...
It is quite a unique and high tech feature but it could be used in some open world zones getting phased content across several servers of say one old Battlegroup.
I am convinced Blizzard is already experimenting with this, but it could be they hold on to it until Titan will be released. Also it is clear by now Diablo 3 will only have ONE server per continent/region.
Future is clustered servers with each holding at least 1 million players.
Tokkar Jan 13th 2012 6:17PM
Just tweeted this: "Overcoming someone with repeated blows is "wailing" on them. "Whaling" is hunting whales. This PSA brought to you by Grammar Nazi."
Sorry...I had to. :-D
Anne Stickney Jan 13th 2012 6:44PM
http://dictionary.reference.com/browse/whale
Definition two.
http://dictionary.reference.com/browse/wail
Wailing is crying in distress. Whaling is hitting.
Tokkar Jan 13th 2012 6:50PM
Then...all of those books that I read where "wailing" was used were...wrong? Now doesn't THAT just suck! Sheesh...
I stand (well, I'm sitting) corrected! I've only ever seen it as "He was really wailing on so-and-so".
Great - now I have to give up my hard-earned Grammar Nazi title. I has a sad.
DarkWalker Jan 13th 2012 6:22PM
I care much more about being able to play with friends, and being able to play whenever I want, than I care about a realm's community. So, I would be far happier if the realms didn't matter at all, and we could just play with whoever we wanted.
BTW, what I think would really help with realm communities is making character transfers free:
- It would mean players that don't fit the realm's community are free to leave, and players from other realms that think they are a good fit could come. In both cases the realm's community should end stronger, either from the unfitting player leaving or from a fitting player arriving.
- It would open every same-faction guild in the game for a player to apply, and would open the whole player base as the potential recruiting pool for guilds. This would be specially good for players/guilds with uncommon schedules.
- Making it easier to find like-minded players or guilds could make more players manually make groups with their friends.
- While it could potentially kill some server communities, I believe the only ones at risk are the very small realm communities that are not really viable; also, anyone left without a good community could just research the best one for him and join it.
robsmith77 Jan 13th 2012 6:45PM
I think it is, unless you specifically want to play in a PvP or RP environment.
Personally I have no great desire to be a part of any community larger than my guild. WoW is my first (and so far only) MMORPG - prior to my signing-up in 2008 I'd spent the previous 20 years playing RTS and FPS games - and I only started playing because it's an RPG, a format I wanted to explore more, the MMO part of the game was completely incidental and, to a large degree, still is. I find that I obtain far greater enjoyment from just playing the game rather than trying to interact with other players (my guildmates excepted of course).
Eternauta Jan 13th 2012 7:00PM
In my opinion, the very existance of separate servers of the same type has become obsolete.
IMO there should be only 4 realms: The PvP one, The PvE one, The RP one and the RPPvP one.
An changing from one server to another should be the as simple as choosing in which one to play in the main screen, and use any of your characters there, instead of having the characters being realm-locked. This would eliminate the need for server transfers, and would help create a wider WoW community not restricted to realms.
Just my 2 cents.
WanderingNomad Jan 13th 2012 7:19PM
Social issues aside, there are other reasons for all the servers and their locations...lag issues, load issues, etc....just sayin' ;)
Saeadame Jan 13th 2012 7:29PM
I think the smaller servers, or those without any well known players/guilds probably all muddle together, but there's plenty of server identity that comes from certain player reputations, guilds, or players.