quoting once again the same passage from a wildstar-dev on neogaf:
He's right, but for the wrong reasons. Full disclosure, i've been an mmo developer for almost 8 years, so i'm slightly biased in this opinion because i've been arguing this point for almost a decade and losing to upper management who refuse to do anything but emulate the wow post-wrath formula.
Convenience is the antithesis of fun. All of the additions that blizzard, and other competing game companies, have introduced in the last 6 or 7 years has been to make the game, in fact the entire genre, more convenient to play - chasing larger and larger subscription numbers by removing barriers to entry for literally everything from raiding to pvp to crafting to mega-servers. And every single one of those additions objectively made the game less fun.
But wait? How can you say that things like dungeon finder and mega-servers objectively make a game less fun?
Because the fun in playing an mmo isn't necessarily in the mechanics. It isn't necessarily in the content. It isn't in any back-of-the-box feature that makes a good marketing blurb. It isn't in raiding or pvp or soloing. The fun in playing an mmo has, in general, actually very little to do with anything the development team creates implicitly for the player. The fun in an mmo ... Is it's community. Think back for a few moments to your fondest memories playing any mmo ... Go ahead, actually think about it. What is the common denominator amongst probably all of your best memories? The other people playing the game. Your guild. Your friends. Your rivals. People doing dumb things. People doing crazy things. People doing nice things, mean things ... People doing things. Together.
The problem is that wow, and pretty much every mmo since then, has forgotten that's the main 'fun' that players get out of the game. They forget that while mega-servers make it easier to get groups for content - it removed the need to form meaningful interactions with people on your server. I don't need to maintain a community presence. I don't need to make friends with people on my server, people i will definitely see again, and again, and again. I don't even really need a guild. And my guild doesn't really need to work together.
(side note: As an example, in vanilla and bc, i was known across my server by my main character name. I had open invitations to the top raiding guilds, pvp guilds, and rp guilds. There were literally threads made in the wow forums about my character (and my wife's) as well as several of our friends. And i knew other characters by name as well. I knew an asshole nelf hunter named tamlin - i still remember that fucker to this day - who i fought with endlessly at crossroads and southshore. The fact was that we were basically 'done' with raiding several times, we had completed 'the game' after months and months of grinding, earning our gear and server reputations. And we kept playing because of all the connections to other players we had made. That literally can't happen in today's wow.)
kungen was sort-of right in that regard. Vanilla (and most of bc) required huge amounts of effort, within your own server and community, to accomplish anything. There was no raid finder, there was no dungeon finder, there wasn't even pvp gear, everything took forever to accomplish anything. And you had to accomplish these things with the same group of people - for better or worse.
The problem is that the theme park mmo genre has, quite literally, taken itself to absolute extreme in the sense that literally every activity in the game is now you, by yourself, getting into a line and riding on the ride. And that alone doesn't keep people playing.
http://www.neogaf.com/forum/showpost...&postcount=419
i have never seen it put better in words... That social aspect that so many are missing nowadays.