
Originally Posted by
exochaft
There are solutions to this problem (and many others in WoW), but I'd say Blizz has been much more hesitent over time to take a plunge on solutions that will cause short term pain but result in long term good health in the game. It's easier to kick the can down the road instead of the addressing the problem, as is done ad nauseum by politicians. Whether the motivation is the same is unknown, but the end result is still the same.
Adversity within reason compared to convenience can be a tricky thing to balance, and it will have impacts on the social aspects of the game. In reality, the social aspects ranging from seemingly mundane to intense all build towards the experience and can be very important to enriching said experience... even if we fail to realize it in the moment. In retrospect, a lot of my best memories from the game revolve around the social aspect of the game and the people I'm playing with, not getting CE or finally getting full BiS or getting an extremely high world ranking parse. Heck, looking back on it, the reason I ended up raiding top 30-50 US was because years before I got ganked while leveling in STV in vanilla, and all the social interactions that occurred because of this one event that many people deem inconvenient lead me to that eventual point. Suppose a more general way of putting (albeit slightly cliche) is that it wasn't about the destination, it was about the journey on the way. Sometimes it's what we think is annoying and inconvenient in the moment that leads us to the more meaningful interactions that would not have happened if convenience was there.
In general, the concept of something being inconvenient tends to be viewed as wholly negative, but in reality there can be benefits. Blizz used to constantly talk about such stuff in blue posts and interviews, and the original WoW dev team was very familiar with this topic. Now, there should be a balance between things being convenient or not, and it should also be realized is that there will be positive and negative consequences for shifting the balance. As a small example, attunements used to be in the game for several reasons despite being viewed as inconvenient: they introduced players to the story/lore leading up to what was to be unlocked, they were used to ensure you belonged in the content (like the heroic keys in BC ensuring to some degree that some people knew the dungeon), etc. When attunements were removed, the positive aspects were basically removed or changed. Beyond attunements, there's flying, which opened up a ton of convenience for players that had large negative impacts on the game that the devs are still trying to address... but in this case, just removing flying would be insanely hard because the players are used to the convenience. Which leads me to...
The other aspect is the players and what they've become accustomed to over the years or have been 'trained' to do by the game itself. While we tend to talk in extreme cases, such as Blizz not being able to directly change player behavior, the reality is that Blizz could heavily influence player behavior and have done some often throughout the life of WoW. Futhermore, this influence hasn't always been positive either, which is how this ties into systems like RDF. RDF is the classic example of how convenience not only shifted how players approached content in WoW, it also conditioned them to where many can't live without it now (for better or worse). While we can make sweeping claims of societal shifts pushing people to devalue people or treat them poorly, we can also say that RDF combined with the other systems and design choices of the game 'trained' or fostered players to view other players more like NPCs rather than other people.
Would the lack of existence of one of these issues still spawned the result we have today? Who knows, that's basically an academic argument at this point, as the real question is what do we do about it. Would removing RDF from the game lessen the negative aspects that the system introduced? Maybe, but there would be consequences to such actions due to how much time has elapsed and how conditioned players are to its existence. Long-term, something probably has to change, it'll just be a matter of how long Blizz puts it off and how much players will tolerate the negative effects before creating a backlash.
If there's something to take away from all of this, it's that inconvenience is not necessarily a bad thing and that Blizz could probably do a lot more to influence a better outcome. Everything is a balance, and currently I feel that the game is trending towards way too convenient in some aspects while way too inconvenient in others. I probably wouldn't place RDF as high as some other issues in term of priority, but it's something that probably should be looked at. If anything, Dragonflight is the epitome of 'easy wins' in this regard... whether these are long-term changes in Blizz's philosophy or pandering to stem sub losses remains to be seen. Regardless, Blizz still has a long way to go to fixing fundamental issues with the game, many of which are of their own making.