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 4 of 4)
mibu.work1 Jan 14th 2012 12:05AM
My server, Echo Isles, is a never-ending Sea of Trolls (which is an unrelated but excellent young-adult fiction by Nancy Farmer). Trade chat consists primarily of the abyss that is the anal game, endless, bottomless grottoes of advertisements by gear-for-sale sites, and distinguishable high and low tides of 'u jelly bro?'.
I've long-since given up on attempting to advertise trade in the chat, and I've made too many enemies simply by calling people out on their more heinous bullshit to join any decent guilds. I've been on that server since around patch 1.1, and I may have honestly outgrown the cesspit that it is. In short, I've felt the effects of server stagnation, and I long for my server's more innocent days.
sparepartsmailbox Feb 3rd 2012 4:57PM
No. All servers are unique until such time as the Auction houses of all realms are linked.
There is more to WoW than Dungeon Finder, Raid Finder, and Battlegrounds.
Homeschool Jan 14th 2012 3:06AM
Separate servers is more an artifact of legacy architecture than an intentional decision at this point. Things like cross-realm grouping and Battle Tags (Was there something before Battle Tags? I think not. No. You can't make me.) are patches on the problem - ways to get around the issue without fixing it.
Early on, functions like chat and item storage were facets of a server setup. Each server would manage itself, such that if one server crashed, the others were isolated and unharmed. It was also easy to expand - add another machine, install the software, and put them on the list. Unfortunately, with the changes they've made, I entirely agree with the question you asked.
The hurdle is the technological one. It's not that running things cross-server is harder than running them in silos, it's that CHANGING the current architecture is probably a little like playing Jenga. Whoops!
With any luck, they have teams quietly working in the background to refactor some of these systems to be unlinked interfaces, so it'll eventually be as simple as flipping a switch. At that point, we'll go from having realm servers to having mail servers, bank servers, chat servers, AH servers, character servers, and zone servers, all of them load balanced and redundant.
The best part of it all? No more server downtime. With proper redundancy and complete integration, they could keep the set running at lower capacity while they cycle through each. The worst we'd have to face would be read-only periods. (Such as being unable to change your gear for 15 minutes.)
Sarabande Jan 14th 2012 3:16AM
While the community certainly has diminished on each server, it's not completely gone. You still have the famous (and infamous) in general and trade chat. You see some of the same names on the AH seller list.
When you have certain opposing faction people who attack almost on a daily basis, it pretty much gets groans from people who know what's going on, rather than a call to arms (the calls that do come out, I suspect, come from friends of those who are attacking. to get some action going). We also have famous trade chat trolls (one reason I'm rarely in trade chat) and others who are well known for good or bad things.
Whether or not we see each other in instanced content, I think server rep still matters. I wouldn't think it's a good idea to screw people over in business deals, or to beg incessantly, as people will get to know you for that.
I know that Blizzard had said that they have a system to try to make same-server people a higher priority for grouping, I've only seen that a few times. Last week, I queued alone and got into a group with people on my own server. It felt nice actually. Once we realized that we were all from the same place . . . I guess it's like seeing people from your home town, when you are far away from it.
The AH and general economy does, however, distinguish one server from another, and even one faction from another. So, there is still that.
wi Jan 14th 2012 4:21AM
I am a nab (wrath baby) but I remember back to the pre-LFD period with fondness. The community has become visibly and significantly worse since that time, and it saddens me that Blizzard doesn't seem to be capable or willing to do anything about it. Likely that particular thing is what will eventually make me stop playing, but I guess time will show.
Dea ex Machina Jan 14th 2012 6:09AM
On a PvP server, you may only "have" to be out in the world while you're levelling, but if you're rolling on a PvP server, presumably it's because you LIKE world PvP. Anybody on any realm could spend their whole leveling process sitting in cities and waiting for queues to pop. I'm told a good, lively, balanced PvP server is much more exciting than that. And from the stories I've heard, on a good server you very much get to know which guilds and individuals are good to have on your side/bad news for you if your see their names in red, make friends with allies and bodyguards, make 'frenemies' with people on the other side who are just so much fun to try and kill, and so on.
As for RP "dwindling" on many servers, well, I suppose I'm lucky that my server isn't one of them. Which is proof that server choice IS important for RPers, I guess. But the lament about dwindling RP and RPers not making the effort to talk to people... It's hard for me to take that seriously or know when it has merit, because I've seen it pop up so often when it is blatantly untrue. I've rolled brand new toons on a server and found RP within a few minutes of trying, then checked out the forums and found the very first post be someone griping about how RP on the server is dead and everyone there is a cliqueish snob. Who's not making the effort to talk to who?
Possum Jan 14th 2012 6:30AM
The day they get rid of Wyrmrest Accord is the day I stop playing Wow.
matix.jc Jan 14th 2012 10:07AM
I agree entirely.
Back when I first started playing consistently at the beginning of TBC (I just sort of frolicked around half-retarded in Vanilla), there was a much stronger sense of community on almost every server. That was a joy I had in playing the game; rolling level 1 on a new server randomly, just to see who I could meet and group up with.
Now, most my characters are all condense onto Argent Dawn, and even on AD, when I first transferred there in Wrath, the community was more fluid than it is now.
My original server, Lethon, was the type of server that was very low pop, and every major Horde player and guild was aware of every major Alliance player and guild and they'd speak on the Forums and arrange world PVP events and challenge each other or point a finger at someone they'd be hunting down in SW or Org the next day. None of that happens anymore. Lethon is distinctly dead and made up largely of one well known guild per faction, and Argent Dawn just seems to be a clusterfuck of people who may or may not know each other but refuse to talk regardless.
I just started leveling my Rogue back on Lethon, and transitioning from a PVP server to a PVE server, and after almost 2 years, back to a PVP server temporarily, I can honestly say that I miss PVP servers even more than I thought I would. As much as the community might be dead beyond those who have played there for years and continue to play with each other, I miss just blatantly attacking someone for no reason while questing and always having to look over my shoulder in case their entire guild came to camp me.
Alas, no guild comes. Maybe one or two players. But at least that's more satisfying than passing by 100's of players while questing and never getting so much as a nod or a knife in the back.
matix.jc Jan 14th 2012 10:08AM
Granted, LFG and LFR are convenient. Absolutely. But I queue up like a robot wanting to see purple rather than an individual wanting conversation and challenge.
perderedeus Jan 14th 2012 1:27PM
For the reasons Anne listed -- server transfers, renaming, LFD and LFR -- server communities have become marginalized, and bad eggs operate with near-impunity. It's a shame that what is otherwise great inter-connectivity has in fact made the game feel smaller, or less social, in some ways.
Moanique Jan 14th 2012 3:18PM
All that's really missing are cross-server auction houses. I'm NOT, repeat NOT recommending that they be implemented in the same way LFD/LFR works, i.e. across all servers in a battlegroup. It's quite true, however, that linking together several (say half-a-dozen or so) lower population realms in this manner would be a benefit to all.
Wowpow Jan 14th 2012 11:28PM
Hey everyone, good article.
I started back in 2006 when wow didn't have any expansions. I was introduced to the game by a friend who helped me out a little but having toons at lvl 60 I didn't really hang with him and his mates and was left to fend for myself. Even though the server was packed I remember recognising names and others would recognise mine. The feeling of personal rep being important and everyone was polite (99% of the time at least). I only played for about a month because life didn't let me play but just got back into it in December 2011. The problem I have straight away was keeping up with the changes but then again I wouldn't expect things to be the same (especially after 3 expansions). I agree with the points of the article but the guild is kinda the new community. I joined up to a young guild on day 1 and I feel like im an important part of a team (nothing special and I'm sure the guild would survive without me but at least it had that welcoming factor the old wow seemed to have). I can't put my finger on it but there is a closeness missing but maybe I'll experience it again when I get my main to 85 and start concentrating less on questing and making money. There does seem to be less need to interact on the instances now and the most I see is a "hi" at the start and a "gg" at the end but at least it's still friendly. Going together with a guild makes it close like it used to be. I can't really comment on it any more due to me being still at noob lvl really even though I'm at 70