Social gameplay involves a lot of aspect not only just communication: chat, raid warning, mail,etc. but also other non-verbal queues and element. The mere presence of an enemy from your opposing faction in a PvP realm or War mode are catalyst for social interaction and gameplay, a world boss or a specific mob, a quest objective and other interactive elements in the map. The mere size of a bag's space and the number of bags you readily carry is a catalyst for social interaction. Having two opposing player or players within a same contested zone or area will definitely spark a social interaction: with players of the same faction, party, guild, friends list, and even against your enemy with an /emote.Social gameplay would tie to communications, PvE and PvP.
Because the moment you choose a race and class you willfully let yourself be sorted. A Druid will be part of Cenarion Circle, A Shaman with the Earthen Ring, The Knights of Ebon Blade for the DK's but you will learn soon that these subgroup or faction dillutes or tone down your faction color, it takes the back seat and only be important when the PvP aspect is the utmost consideration.Why do you need that when Ebon Hand was tepresenting that with the Lich King Bolvar raising the Four Horsemen, or the Cenarion Circle delegating the defense of nature and the world?
Rather, the reason why you have such complication is because of the inherent restrictive nature of side one vs. side two so you end up not having guild able to migrate across the other faction and not the other way around.This is an example of Socially integrated design; we don't have guilds that are cross faction.
This problem has been existing because how was guild system have been addressed from the start. The root cause of such complication was how things originally started because even without the introduction of a 3rd and neutral faction that specific problem already exist. If you try to pass the blame on a third faction then you're evading the real source of your so called dilemma.New factions will inevitably bring social problems. It's bad design overall, and Blizzard will be blamed for implementing new content that breaks up guilds.
The reason why you start with one bag and with the alloted slot is to alarm you of the urgency and importance of having more inventory space. So you try your best to look for the commodity. You may ask someone where did he get or bought the bag, does he have any extra?, where can I find the vendor, ask about whether it's possible to make one on your own leading to a question what profession can make bags, do you make one yourself and are you selling them? It then grows to a meaningful interaction, you get to invite him to form a party, or you trade with one another. You may even ask him if it's possible to carry a few things for you. Bag space can be an issue for you and can even be a major source of drama for a guild. Since inventory in WoW is modular, you can increase the size of your storage space depending on the available bag you would be using and what's the maximum size. You seem to miss these important details that disregard. They have social implications in game and I can even enumerate more for you.More Bag space gives you more inventory room. So what social aspect changes here? Nothing.
Sylvanas raised Nightelves to be part of the Forsaken most of them are considered Dark Rangers. Are they NightElves? Yes they were previously Nightevles. Are they Night Elves still even if they became forsaken? Yes, they are Nightelves, undead ones.then your Forsaken character's always going to be a Night Elf fighting for the Sentinels every time you raid with them.
They get to be revisited in their Xth edition and some of the card effects have been ressurected at future storyblock/card cycle. Doesnçt Vanilla content doesn't ring any bell when you see WoW:Classic?and do not get carried over to other future expansions of the game; card abilities like Slivers that only affect other 'Sliver' type cards, which are only featured in one expansion)