The WoW of 2010 is a MMO where community barely exists if at all. Players don’t even talk to each other anymore as they mindlessly farm so-called heroic dungeons. Players are happy to use each other like cheap whores in order to farm more emblems in order to get more shiny purple pixels.There's this thing that used to happen in the WoW forums, not sure if it still does. A player would make a post and say "Hunters were supposed to be about powerful pets" or "Raiding was supposed to be about 40-man raids", or more generally "X was supposed to be about Y." It was never clear why the player thought X, a priori, was supposed to be about Y, but something shattered the illusion and the player had decided the game was now broken.
I'm not sure why community doesn't exist if people don't chat in heroics. And I'm not even clear on why community is important to an MMO. Certainly social interaction is. But not community.
In general, the easier it is to log into an MMO and do something fun or productive, the weaker the community will be. Both because that sort of design is more inviting to casual players, and because serious players are playing the game instead of talking about it.
This fun game where it is easy to be productive is the sort of game I'd like to play. Some derisively call this "Instant Gratification", but I prefer the term "Video Game." I want to have fun on my computer, Community can go hang.
We traded in the important exhilarating virtues of being part of a virtual world — community, camaraderie, danger, player interdependence, role-playing and player freedom– and instead opted for a safe and scripted amusement park ride.Most comprehensive critiques of WoW as a game boil down to : WoW is not a sandbox game. X is not Y. Certainly. though, theme park MMO's have more to give us.