The culture piece of the dislike for LFR/D was a long process made of many parts that led to the social breakdown of how the game culture used to be (more polite in general and with consequences for being a jerk) FR/D are only part of that, and I contend they are a small part…
Disagree. A microcosm of the effects these systems have can be seen with Mythic raids, before and after they are opened for cross-realm. The quality difference of groups and people you encounter (not skill, the quality of “fun and enjoyment”) when the groups are all on-server and then when they are cross-server is very stark.
This is essentially interaction by force of game design, which is a legitimate and important part of game design. Good design of cooperative-multiplayer games encourages or requires positive interactions between players, where the existence of other people does not hamper achieving the gameplay goals. Great design encourages recurring relationships between players, or the illusion of recurring relationship through increasing the chance of re-encountering the same players by chance.
Bad design of cooperative multiplayer games discourages interaction. The feeling that one is playing a solo-game while being surrounded by other human-controlled characters is a sign of less-than-ideal design of systems in a cooperative multiplayer game.
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The differences and the causes are pretty much exactly the same for the differences in interaction style between queable things and non-queable things.
Just like the airlines, every person you ever talk to has some horror story. Systems cannot be judged on the existence of bad experiences, but on the frequency of bad experiences. I also claim that non-experience is as detrimental as a bad experience. I claim this by example, saying: If one joins a group and completes the task, then disbands without anyone ever saying a word, then what was the point of that group existing as a multiplayer game experience? It’s not “bad” so to speak that this happens or that anyone is “wrong” to enjoy single-player game experiences. An exmaple like this rather indicates a system that facilites complete non-interaction in an interactive cooperative multiplayer game.
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Joining groups by queueing is 100% a QOL improvement for getting the game done, doing the thing you’re setting out to do. You will likely never see those people ever again. The probability of meeting these people again by random chance is nearly 0% (but it does happen, has happened to me).
Joining groups by asking or applying via a finder is harder that queueing. It’s harder to “get the game done.” You’re not very likely to ever see these people again. The chance of making a B-Tag friend or interacting with the group joined is low, but higher that with queued groups. The probability of meeting these people again by random chance is low, but higher than with queued groups.
Joining groups by asking in chat or joining a guild is hardest of these methods and will take the longest. Is is the least efficient way to get the game done. This produces the highest chance of interacting with other players. this comes from the need to interact to form the group in the first place, and also that this method of group joining, out of course, means that the group will be from people on the same server. The probability of meeting these people again by random chance is fairly good.
The point being made, first, is that all systems in these games come with intentional or un-intentional consequences of what they encourage / discourage and allow or disallow. I’m not actually even advocating any of those particular three methods above. I don’t like asking in chat for 60 minutes either.
The opinion is that, I prefer the systems that, even though they slow my accomplishing of the game’s goals, I don’t care, if those design choices have a consequence of making getting to those goals a better experience. When I’m playing a cooperative-multiplayer game, systems that encourage interaction, repeated engagement with players, and encourage random-chance re-engagement with players (a community !) seem to be the design choices to go for…
So, for a really quick-and-dirty example of a design choice that could add facilite a little bit more “community building,” why not add a filter option to the group finders for “show only from my own server” or something like that…