TL;DR in the final sentence of this post. My keyboard was overdue for a good workout!
Allowing cross-faction play by itself doesn't feel like that big of a deal. But the back-end coding impact and cultural implications feel huge. Let's unpack this by first looking at what this feature is
not, adding some historical context, then looking at the implications hiding in the context.
This is not some sort of band-aid answer to faction imbalance. Blizzard doesn't address a faction imbalance issue (allegedly caused by OP racials, which is misdirected hogwash, but beyond the scope of this discussion) by digging into the archaic layers of code to create something like this. Blizzard fixes faction imbalance by doing what Blizz always did -- nerfs and buffs. Yes, cross-faction play can help address this imbalance, but I think Blizzard considers that a bonus.
This is not a way to bolster WoW during a long period of player decline. Blizzard doesn't address an aging game by suddenly deciding cross-faction interaction is okay. There are far greater ways to capture and promote player interest. Yes, cross-faction play will certainly return interest for some players who left WoW, but I think Blizzard considers near-term increased player interest a bonus.
Instead, to borrow a page from
@Chops '
excellent discussion about the stages of WoW, this is the culmination of launching WoW III. There's more to come in future WoW, but cross-faction play cements the sea change in how Blizzard shifted WoW from a PvE and PvP game (WoW I) to commoditizing the playerbase (WoW II) to an activity collaboration hub (WoW III). To be clear, those are my interpretations of Chops' three phases of WoW.
I love the faction vs. faction feel of the game baked into World of Warcraft, but let's be real -- much of that left the game long ago. LFG (patch 3.3), merged battlegroups (4.03), and LFR (4.3) stand out among
many other changes Blizzard made to connect players with each other, for better or for worse. Factions mattered in WoW I because an opposing faction brought an additional tension into the game that Blizzard couldn't do by itself. Azeroth and Kalimdor brought many wonderful and terrible experiences, but way more importantly, the environment of WoW created (both on purpose and by accident) tremendous collaborative opportunities between players. Nothing brings players together like a challenging world, and WoW I brought many in-game and technical challenges.
WoW II saw Blizzard commodify players. Blizzard removed some serious technical barriers of WoW, making the game more accessible and helping more players than ever to join WoW. But some of Blizzard's choices brought the consequences of devaluing players' investment in the game and in each other. Combine that with a new focus on getting all players into endgame content, and the "World" part of World of Warcraft mattered less and less.
ShadowLands brought WoW III, turning most preexisting WoW into a Caverns of Time experience, and making new WoW a modular, (somewhat) interconnected activity center. No longer does a larger context drive player interest and interaction. WoW is a bunch of interconnected minigames, and quite frankly, does a halfway decent job at that. Shadowlands got off to a clumsy start in this new paradigm, but first starts often do. For all the complaining we do, WoW succeeds better than most.
Given WoW's history, the implications of cross-faction play get clearer. This is not WoW I, or even II. Cross-faction play signals Blizzard's intention of optimizing WoW players' collaborative opportunities, and if the comments section of the announcement is any indicator, WoW's playerbase is overall pretty stoked. Horde vs. Alliance gets relegated to the same low tier of importance as choosing which side of the Gulch we spawn, which (if we're honest), is more a recognition of where WoW already reached, rather than making WoW reach it. And like LFG, LFR, flying mounts, and merged battlegroups, this genie cannot go back in the bottle. Players may love one faction more than another, but in this newest phase of World of Warcraft, faction will complete its descent to the level of transmog.
For a lot of WoW retail old-timers, the completion of WoW's metamorphosis leaves behind part of what we treasured about this game. I'm seeing talk that ShadowLands made for a nice reunion gig/final farewell. We hear quitting stories all the time (an old colleague of mine even wrote a Master's thesis on it), but this one feels different. This isn't the typical drop-everything-and-F-U-Blizzard brand of quitting. This is the rumbling of grateful people who were happy to experience everything ShadowLands gave them, both in terms of the game itself and the people they played with. This is the rumbling of people who made a value-based prediction that the end of Shadowlands will make for the right time to depart from a great experience in our lives.
If that does happen, then I am indeed grateful for the final hurrah that Shadowlands offered. I'll look fondly on the extra, unexpected chance to drive my old gas-powered twinks, and while electric-powered twinks may bring tremendous fun, us old-timers will always feel a certain attachment to the memories we made. But before we get too far ahead of ourselves, let's consider some hopeful possibilities.
1) Server population levels make a big impact, and if cross-faction play is part of a multi-prong move toward greater accessibility to WoW (looking at you, as-of-yet unused game console code hooks), then engineering a strategy to attract more players to retail can have an upward spiral effect on WoW's success. If it is worth dev time to take on a project like empowering cross-faction play, you can bet Blizzard invested time in more than just that new feature.
2) We complained
for years about wasted opportunities for WoW devs to help players help each other, rather than layering (and deprecating) system after system in the game. We know part of this came from WoW's code complexity, and part came from dev laziness. Here in 2022, Blizzard is on the tail end of a workforce purge. While I'm deeply sorry for the circumstances that created the purge and the damage that the toxic culture of Blizzard did to people, we can hope Blizzard cut out some of that cancer. Combine that with a few years of devs reacquainting themselves with the antiquities of the WoW codebase through the launch of Classic Vanilla, Classic TBC, and (surely) the eventual launch of Classic Wrath, and we see an increasing willingness of devs to take on fundamental technical changes to how WoW works. From the great ShadowLands level squish to the numerous patches and bug fixes to squished content, devs are reaching deeper into WoW's code than they have in a long time.
3) Shadowlands pushed more advanced content from a coding development standpoint. Clunky as it was in places, and not to be confused with (sometimes questionable) design choices, experiences as large as Torghast and as small as the cart-racing quest in Revendreth show that the devs are still pushing what's possible in WoW.
Perhaps my absence from WoW for a few years made ShadowLands and the meta-conversation around WoW that much more engaging for me, while simultaneously reminding me of everything WoW no longer is. Regardless, WoW still brings potential. It may turn into a game far different than the World of Warcraft that gave me the memories and friends I made, but a next-generation WoW deserves a look. WoW may yet survive its teenage years, surprising us with a direction we never would have asked for, but nevertheless may enjoy.