(continued from above)
ENDURING: The key ingredient of building relationships, reputations, and the feeling of walking into a familiar place (think “Cheers” or “Friends”, but with a healthy dose of “Pirates of the Caribbean” and “Lord of the Rings”—that’s the sweet spot) as opposed to something awkward, faceless, and random. Trying to extract a sense of community from sPvP (without setting up a special private server ahead of time, which is a totally separate issue) is, well, like trying to have a meaningful heart-to-heart with a stranger on a social networking site. It… just doesn’t work. There is no substitute for creating that sort of emotional, familiar connection with a place and a community than having a place for that community to exist.
Rather than running a “race to the bottom” and equalizing the community experience across all servers by removing the community experience, an integral ingredient of what defines WvW, altogether the focus should be on trying to find ways to create, foster, and enable that community on lower-pop and other servers where the play experience is currently broken.
It’s difficult to imagine “World versus World” without the World part, but the underlying issue is that there needs to be a way for players to repeatedly interact with the same players (though, preferably, not always the same enemies) again and again. You can get comfortable, recognize names, and (for many players, most importantly) be recognized on a server only if you have the chance to get to know the community out there, and the community has a chance to get to know you.
With a randomized, “color-only”, there is no ENDURING component to the play experience. Interactions are arms-length at best. It’s incredibly easy to go from pleasant to hostile because you’ll probably never see the other people again.
A second issue with the “enduring” component is the importance of having an enduring community that exists outside of WvW as well. On Blackgate, one of the reasons I honestly think we were able to do as well as we did is because we had an inclusive, welcoming PvE culture in the open world on our server during release. I think a lot of that culture transferred into creating the culture and setting the stage in WvW. Yes, there were other factors, and as a GM of a guild that was on BG at head start when our rank looked pretty terrible, I’ve got a pretty good idea of what they are, but that inclusiveness moving out into WvW helped not only give us coverage, but create a fun place where people want to play. Personally, if Blackgate fell to T6 next month, I know every single member of my guild would still be here for that community.
This is the crux of my concern about removing “worlds” and switching to a purely “pick a color” scheme. When you join EoTM, you’re a color. It’s predefined for you, and it matters just about as much as joining a particular side (red or blue, who cares?) in sPvP. The color has no meaning except as a temporary identifier of which side you are, and which side they are.
INCLUSIVE: One of the ideas that’s gotten traction on this thread is to replace “worlds” with voluntary “alliances.” Let’s assume for the moment that this is actually feasible, and that every guild serious about winning S2, S3, or S9 for that matter wouldn’t all just try to band together and that there was a way to solve the “alliance hopping” problem in an equitable, reasonable, sane way. Okay. The next problem is that switching to this model of “World” association is that it is by definition exclusive, not inclusive.
With Worlds, you have to join one to play. It’s a mechanical process with no pressure at all. Hey, this server has a cool name (that’s how our guild picked it back around Head Start), let’s play there! Or, far more often, hey, my friends/guild/significant other plays on X, so I’m going to go play there too! No pressure, and voila, you’ve got a home.
(post to be continued)
GM of [KyA] Established 2002