And this is why most of these discussion come down to preference and believe, not facts.
Some people like to do activities with their family and friends only. Some prefer to party and do activities to just do the thing or meet new people. Some only go to an event because its to be with their friends and community, although they dont like the event itself, while others prefer activities, like doing group sports with anyone, because the group activity itself is what they want to do.
Its the same with wow.
Some players look for a game that provides a good basis to build a stable (guild) community as the main priority focus. Others simply like to play group content in a good game and dont want forced social activities. Many players even prefer to meet new payers every run, instead of running with the same faces every time.
But, as said, its a matter of preference. Vanilla tended a bit more towards a social aspect, while wotlk tended a bit more to accessibility and casual (non binding/social requirements) fun activities.
If we take facts we have:
- Retail today isnt as popular as old expansions were back then
- In classic and tbc the player numbers increased, the player numbers peaked in wotlk and dropped right after cataclysm release and dropped ever since
- Players having social bounds are less likely to quit a game, than players having no connection to anyone
- Crossrealm RDF is problematic, because players are not able to queue/play with each other again and are less socially accountable, but enables players to get into dungeons on low pop servers and reduces the time to find groups
- Looking at private servers, wotlk in its final version is the most desired and played expansion by far
- The community changed, because of the wow token and the more common RMT actions, the gdkp and boosting became a thing on retail and we can see the same thing happening in wow classic - a proof that the community is different from back then
- Making content less accessible/gated supports social bounds as it supports the gdkp and boosting mentality
My interpretation of these things, which is biased, because I personally think that wotlk is a really good game as it is and my favorite expansion:
Making content less accessible to support social bounds always supports the gdpk/boosting mentality to a similar degree. More players will join guilds, more players will do/buy boosts and will partake in gdkps and more players, that want neither to spend money for the boosts, nor spend their time socializing in guilds, will quit the game.
The casual (pve) player base, that wotlk focused on, will shrink and result in an even harder time to find dungeon groups for these players. Once they fall behind gear wise, they will have trouble to find raids. The other casual players, that they once played with, are now doing guild runs or boost/getting boosted or quit the game.
On the other side, with RDF, these casual pve players will be able to gear up without changing their game style. They can join ânormalâ pugs later on, because there are more players like them and they all were able to get enough gear for the content.
Personally I think RDF is a good thing overall. Players can jump into action any time. Even if it takes time for dps, they can farm/doing dailies while they wait, instead of looking at a LFGchat or a tool all the time. Leveling players and players on less populated servers have a chance to find groups they otherwise wouldnt, if the RDF is crossrealm. I also think that having less gdkps/boosting, more normal pugs and less players quitting at the cost of less guild activity, of players, that dont want to be active in a guild to begin with, is a reasonable thing.
Now my totally biased interpretation:
Vanilla fans, like the current Blizzard team, dont like wotlk for what it is. They think the most played, most desired expansion is not good enough for them as it was, so they want to change it for the smaller vanilla fanbase.
On the other hand Blizzard thinks gdkps are a good and healthy thing. Players can buy as many level boosts as they like from Blizzard themselves, as long as they pay for additional subs. Its not against TOS to buy a token, sell it and trade the gold with classic, effectively legit RMT gold buying in classic. Bots could get banned, but the subs and the boosts make them good money.
If more players feel gated and forced to buy gold for boosts/gdkp, Blizzard makes money from that.
Blizzard creates so many additional problems, that were not part of the original expansions back in the day. After seeing that, being able to argue that one qol change (RDF) for a big part of the community, thats working against dying servers and diminishes the need to buy boosts, is the reason why âthe game became antisocial retail and will be unenjoyable for everyoneâ, is something that amazes me every day.