This actually reflects a change I remember WoW making and finding really hard to accept. They changed the rules for "find a dungeon" such that you didn't match people on your own server. Which seems great - because now there's no need to wait 10 mins for a group to accumulate! No spamming in regional chats to see if anyone is interested. Brilliant non?
Except when you made groups with people on your own server, you bumped into them again. You were probably a similar level/gear. You might add them as a friend and then ping them for instances because they were competent (especially if tank/healer). Heck, if they're in a guild maybe you think it'd be a cool group of people to play with or vice versa you might try and add them to your guild.
When every person you meet in game is a "single serving friend" there's no point making an effort. People will treat those they play with as essentially NPCs helping towards a quest because why wouldn't you?
I refuse to believe that it made people more engaged (considering the friends I made were a good chunk of the motivation to keep playing)
Now that I'm a practicing Adult®, I still kinda dream of WoW Classic being what we all remember the original game being, but I also know that if I got that involved in planning and running raids now, people who rely on me to be responsible would suffer. I'm content with being part of the 95% that don't have that kind of free time to commit to planning before actually playing a game.
I used to enjoy Rugby, but I was 17, if I played Rugby now I would enjoy it. But I am glad it's available for 17 year olds who want a go.
One thought though, my guild has actually re-awoken in the last few months. I'm still on the mail list - as apparently was everyone else, and now people are talking about doing instances and so on. I couldn't have done it until recently, because I had small children - so as everybody knows, fugetaboutit. But, if WOW was in TBC state with some interesting new content I'm pretty sure I would jump in.
And the waits can be very long in competitive scopes to have a good match. I can only speak from LoL as an example, but our group like most had people bounding around all levels of play, so matchmaking could take a long time. The team's MMR undoubtedly was an accurate representation, but this also probably meant there was a very narrow set of ready to go teams that were reasonably fair matches. Prior to Riot's heavy handed overhaul of the Matchmaking, this sometimes would result in some absolutely uneven matches (a bunch of Diamonds getting piled onto a group with 1 Diamond and several bronzes/unranked.
Pre-overhaul, it often mean a 20 minute stomp. Post-overhaul, it means waiting, sometimes 20 minutes+ to get a simple game, when most of us only have an hour or two spare.
It's a difficult balance for designers, and I don't envy what they have, but the nature of a lot of games has changed to require the participation. The logistical challenges of providing fair/balanced as well as fast matchmaking while still letting players play with their friends (however many they have) is a real hellish problem to solve, as the solutions are often at odds with one another.
The real world has slow periods and other issues which are usually where the various other aspects of humanity play out.
By definition, games and social media optimize for whatever measurables are measurable AND accretive to the bottom line.
On top of it, most of this current tech world is built on American sensibilities in terms of optimization and business models.
The rest of the human part of existence is.... not optimized for in this universe.
Also do note, people still figure out a way to make friends.
People end up recognizing each other even through random match making, or due to local lobbies.
It’s not all doom and gloom.
Of course nothing is free and as you've rightly pointed out it has come at the expense of the cohesion of individual server communities. The WoW Forums, back in the old days, were full of inter-server rivalries for raiders and when they brought in cross-realm matchmaking in the patch prior to BC there was some nice rivalry for PvP within server groups -- you could still only group with people from your own server but you would be matched against other servers. That's all gone now. It seems like it's impossible to know if you're even on your "own" server because of the way the phasing works now.
Anyway not sure where I'm going with this. tl;dr I agree with you but the change isn't entirely bad.
I think a lot of this has to do with how casual the gaming community has become. Not that there are fewer hardcore players, just that the very games that killed the dedicated servers (call of duty) also onboarded millions of casual gamers who felt like using gamespy to find "good" servers was too much effort.
Now there are so many casual gamers that you have almost no chance to find someone who deeply appreciates a game enough to join a community you are in. My internet statistics generator says that 1-in-10 is a good ratio for number of conversions 20 years ago. Now it's maybe 1-in-500.
And if the game is popular enough, then everyone's just going to use the subreddit to chat by default, and that's a clusterfuck of a topic all on its own.
And lots came from that. I went to two LAN parties eventually with people from that server, after playing together and talking on TS for hours. It was a lot of fun and I miss that sense of community in games.
Now I click a button in League or Fortnite and they throw me in a lobby... Everyone is shit to each other because you never see the others again anyways.
Maybe it's just nostalgia though
And yeah I've tried games with matchmaking, mostly Dota and CS:GO but they are only good fun if you have friends going into a game, otherwise it feels like 9/10 times you end up with as you said, people that are awful to eachother.
It's been rubbish since matchmaking came in.
So fun. I miss it too.
Good: You can finally play the game as it was meant to be. You could not find a decent server in CS 1.6 where you could play 5v5. You need additional sites/communities/XYZ (e.g. ESL) to play it. Similar with TF2 in the early days. Also, bad admins can't kick you anymore because you use a weapon they don't like. I could forgive such behaviour, but as games introduced some leveling or other statistic stuff, I can't. Just make your server unranked (nobody playing on these).
Bad: No sense of community. Like you said, you need friends first. Reports for cheating are useless, as you won't see that person again anyway.
The ranking stuff is all just trying to capitalize on esports, which is weird because the vast majority will never be that good anyway. It’s a big part of what makes various communities toxic rather than fun. Playing a game where winning doesn’t really matter vs. people dreaming of being paid to play video games. It’s turning something that was a fun sort of power fantasy to kill time in, into something misconstrued as a profession. (In the same way an average guy might believe Himself of the quality to play DB for the colts, without the ability to discern the obvious physical differences between himself and a guy who is 6’5”, can bench 450 pounds and run 30 miles an hour. It actively creates these sort of mean/ delusional types who are harder to laugh off than they would be in another arena.
I'm not familiar enough with the history as I was pretty young when doom came out. Hacking on Doom and Marathon mods was my first experience with programming of any sort.
However, games don't typically use dedicated servers anymore; they use matchmaking. You're right -- matchmaking means you gather your friends first. More insidiously, it means you probably won't see the same players again, and even if you did, there's nowhere to find them again later. There's no community to join.