I don’t want to sacrifice the factions.
You would lose the heart of WoW in the process. You would turn the game into just another generic fantasy MMO with zero mechanical reinforcement for its primary story conceit.
Remove factions is what failed MMOs do.
And people like me who like the faction divide…
…who enjoy the idea that there’s more to the story…
…who enjoy the idea that there’s another half that sees the opposite…
…who enjoys the idea that there are people out there that we will never see, meet, or get to know except as adversaries…
…will all leave.
It’s very easy to do more damage than good with a change like that, and I would prefer it if they didn’t.
I feel that the factions are worth saving. I don’t feel that cheapening the game experience is worth the risk.
Factions matter. Mission 50 was one-and-done as evidenced with the majority of the 16 following years where we were at one another’s throats.
This is not the world of peacecraft.
This is war. It’s why there are two sides in the first place.
And before you say it, because you’re going to because you have before. I swear we’ve had this conversation before…
No. The other side is not the PvE enemy.
This whole idea of “we work together, therefore we should get along” is garbage that comes from garbage writing. It’s how bad the writing in WoW tends to be and nothing more.
Here’s why we keep working together all the freaking time. It’s very simple. It’s a writing trap that a team with good authors would have been able to avoid, however the wow team is, unfortunately, filled with 2-bit hacks where story is concerned (who just happen to write 2-bit hackery that I enjoy playing through…a lot).
They’ve fallen into an escalation trap. Movies fall into this all the time. It’s what happens when you make one too many sequel in a film series. It’s one of the leading reasons for “jumping the shark”.
Basically, once upon a time, the wow devs had us save the world. And every expansion since then they’ve had to raise the stakes, and they haven’t been able to stop.
In vanilla we saved the world from being taken over.
In TBC we saved the world from being overrun.
In Wrath we saved Azeroth from killing all life.
In Cata we saved Azeroth from destruction.
In MoP we saved Azeroth from anger demons.
In WoD we saved time and azeroth from the iron horde.
In legion we saved all life from the legion.
In BFA we saved all life from the old gods.
In Shadowlands we’re saving all creation from whatever stupid garbage sylvanas is cooking up with the jailor.
They just keep escalating the threat! And once you have to team up to battle a threat, you cannot stop teaming up if the threat keeps getting bigger and bigger!
It’s just bad story planning. Nothing more.
Your idea takes a mistake, and builds the future of the product around that mistake. It would be like planning the function of an airline around the assumption that all of your planes are going to crash. Therefore, the crash just becomes a part of your regular business model.
“So, first we take off, then we fly you to your destination, then we crash into a field, and you finish your trip in an ambulance to the hospital! Would you like to pay for first-rate recovery accommodations? Or is the ER sufficient?”
That’s removing factions from WoW. That’s the level of stupid the whole idea is.
Fix the story and pull the devs out of the escalation trap they fell into. That fixes the “we always team up!” problem, and fixing the actual problem invalidates your core argument.