this post was submitted on 03 Nov 2024
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[–] dependencyinjection@discuss.tchncs.de 42 points 2 weeks ago (9 children)

That was sad, heartwarming, and inspiring.

I’ve never been into RPGs and didn’t really understand the appeal. I now regret missing out on the communities that these games can seemingly foster. I was more into Minecraft on my own, which allowed me to escape but the loneliness was probably made worse and thus any low mood that followed.

Really glad I went against my initial instinct that I wouldn’t enjoy this programme as it was really well made.

[–] thatKamGuy@sh.itjust.works 30 points 2 weeks ago (7 children)

As someone who was lucky enough to get to experience those first ~6 years; it truly was lightning in a bottle.

20 years on, I am still friends with a number of those I met in WOW - and an in contact with a few more beyond that!

Unfortunately, it does feel like that sense of community those early years fostered are long gone, save perhaps a blip when Classic first launched.

Who knows when the next game will come along, which will be able to foster such relationships.

[–] dependencyinjection@discuss.tchncs.de 4 points 2 weeks ago (4 children)

Thanks for sharing your experience in this world.

Do you have any idea what changed over that time to make the game evolve to lose that sense of community?

Is it a numbers thing in that it got so large it became more difficult to build longstanding communities? Or something else.

I’m just very interested in this now.

[–] thatKamGuy@sh.itjust.works 12 points 2 weeks ago

I doing think it was an one thing, but more-so a build-up over time - a death of a thousand cuts, if you will:

It was a cultural moment generally, just think back to all of those celebrity commercials (“I’m Mr. T and I’m a Night Elf Mohawk”). All cultural moments pass eventually.

The third expansion (Cataclysm) was quite weak to begin with; coupled with a lack of content in the tail-end of the second (Wrath of the Lich King), which itself was incredible - narratively wrapped up the story that began all the way back in Warcraft 3.

So a lot of people chose that time to bow out of the game, as it required a fair bit of time dedication and seemed like an appropriate time to do so - given the narrative pay-off.

Lastly, the introduction of a number of game tools to automate the group composition process meant that the impact of player reputation on servers was severely diminished. Before then, there players who were toxic (stealing items, intentionally killing the group, failing quests) were infamous on a server.

Once this tool was further opened up to allow for groups to form across multiple servers - the sense of community was shattered as you would have no way to know if the person from another server was good/bad etc. it stopped being about bringing in the individual player, and just getting a body in to fill a role.

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