Oh, I see. I was talking about how the game is so high-pressure now, and that it makes people have to leave others out or lose. The game culture incentivizes people to play with the most meta people that they can find, leaving others in the dust. I’ve declined many feral druids and ret paladins and it makes me sad to do it but I know based on the many runs I’ve had that they probably aren’t going to do as much damage as others, and that they don’t bring great utility to the group. So the chance of success is lower than bringing a good WW monk or a sub rogue, for example. And obviously, most people will try to optimize their chance of success, causing the cats and rets to be left out of the game.
I see your point, but I also think there are ways where you can promote or bring out good behavior in people, because as ‘good’ as someone can be, if you tip the scales enough, they can lash out and get nasty.
You need both the environment and the individuals (or community) to move in the same direction, otherwise it either becomes negative or it just cancels out.
I think that every game strives to attract new players, and that new players are by definition bad players because they don’t have a lot of game experience.
Whether or not the game “attracts” bad players is irrelevant I think. What’s more important is how much support the game gives new players to allow them to grow without being so turned off that they quit the game. For the most part I think that WoW kinda throws new players into the deep end without much of a bridge between easy questing/leveling and more challenging end-game group content. So it’s a lot easier for players who aren’t prepared for that level of content to find themselves knee-deep in it.