Last week, Microsoft announced its mega-blockbuster
acquisition of WoW parent company Activision-Blizzard for over $70 billion dollars, which has given the community a glimmer of hope for a future with game design led by
fun, shielded from Activision's quarterly shareholder reports. The deal won't close for several months, but there are already signs that under newly-appointed Blizzard head Mike Ybarra, positive changes are already coming to WoW.
First, Blizzard announced that it is
finally banning organized in-game paid services and their advertisements. WoW has been plagued for
years by teams of players selling in-game services, ranging from dungeon boosting to PvP cheating. This allows played with more money to effectively "pay to win," by trading real money for in-game gold, and then circumventing the need to actually
play the game to achieve the gear curve. Furthermore, WoW's chat channels became a plague of spam from these "services," which made it impossible to simply communicate with the rest of the community. Blizzard was biased against repairing these systems in the short term, since they encouraged gold buying and thus increased revenue. The long-term impact has been devastating to the game, casting a negative effect on the gear curve and the community in general.
Blizzard is also addressing another major issue with the game's structure. At the height of WoW's popularity, the game's dual-faction design philosophy occasionally presented server balance issues, where Alliance players would outnumber Horde players and vice versa, but there were so many players that it rarely became too much of a problem.
In 2022, however, with many players fleeing the game en masse, it's almost impossible to find a decent community without playing a specific faction, as players opt to switch factions to whichever community is larger. This has led to servers with 9:1 faction imbalance ratios, which is also odd for new players, who may sign into a server only to find there's literally nobody to play with. In patch 9.2.5, Blizzard is taking the first step towards addressing this.
Announced on
Battle.net, Horde and Alliance players will be able to co-operate and play together for the first time. Players will be able to invite opposing faction characters from their friends list, inviting them to PvP, dungeons, or raids, as though they were a member of the same faction. Blizzard noted that the game's aging engine was hard-coded with the philosophy of the Horde vs. Alliance dichotomy, and that resolving that fully will take some time. Still, this is the first step to addressing faction imbalance, which also gives players the opportunity to play on the faction of their choice, rather than feeling like they
have to play a specific faction simply because their friends or servers are imbalanced. There's probably a future where the barriers between Horde and Alliance fall completely, as the war between them ends.