Those 2 "problems" you mention are peanuts compared to the FUTURE possibilities of cross server open world play really.
It is like saying: look automobiles can not be trusted mechanically in 1888, so let's not continue and go along with horses...
----
With CROSS server technology (Blizzard started already it in 2006 with those BG's and later added dungeons in 2009 etc) you defy any population problem of your MMO in the long run...
You no longer will speak about "realms" in a few years time.
The so called "community" of a Realm is not something fixed or defined. It is JUST THE RESULT of the technology LIMITS that were put forward in Massive On Line play during the past years ....
MUDS: 100 people could play at the same time.
Present day MMORPG's single realm play: 2 K people (divided in 2 faction) play at the same time. Since on average only 20% is on line, a server these days holds around 10K different accounts ...
But that's simply because of the technological LIMITS.
Those limits will now be BREACHED in Blizzard's next MMO and in WOW.
Example:
---> EVE NEVER had these issues because they had ONE server cluster to play on and regrouped 300.000 players. It was easier for them as >EVE does not have a world, not even a gravity, nor landscapes to deal with,... only empty space filled with space ships.
The BASIC of EVE play are the corporations (their equivalent of guilds): they make the game, the same will happen to Blizzard's new MMO and WOW within just a couple of years.
The fact that this NEW technology (for a landscape based game) has been implemented (seamless and without loading screens) just makes your new Azeroth BIG, much bigger than the single full realm play we are used to...
WHY ? Because cross server play allows to let an MMORPG flourish because it will be INDEPENDANT of single server (realm) play.
The basics will be guild play - independant of server technology.
ALSO:
Moaning about non adapted content for this CRZ is silly: the game just introduced this new technology: you can't expect ALL content to be adapted the second they introduced open world play across servers.
BUT there IS already LOTS of old content being replayed en mass: the PvP zones of Outland are just one example. No doubt there will be incensitives to adapt new mechanism now this new CRZ is in play.
Conclusion:
Look : everyone complained about cross server BG's (without them you wouldn't have 70+ bracketed BG's), everyone complained about cross server dungeons (without them NO lower dungeons would EVER be played again), everyone complained about phasing (without phasing it would be IMPOSSIBLE to have farms grow in your world). Now everyone complains about a NEW technology that will open up WOW to EVER lasting populated worlds whatever the LEVEL or the content.
Silly people really. it is quite obvious with the many examples shown in the conclusion part that a lot of players have NO CLUE about MMORPG design whatsoever.
Or they would design games which left people stranded on single server play with 10 dudes waiting for each other... and NO the "old" merges" don't help s hit, because you only populate the higher zones, NOT every zone and every content from lvl1 to lvl 90 /+...
This is NEW technology and it stunned me Blizzard could implement it in a legacy system like WOW in such a short time.
No doubt CRZ is the first step in a complete NEW and exciting way to play in open worlds without EVER having to worry about dying populations. Like I said earlier: WOW could loose 95% of its players and with cross server play Azeroth will be filled 10 times more than the biggest server (realm) could ever hold...

MMO-Champion
Reply With Quote




