The game already has you play with other humans. Unless you're just in a zombie guild, you presumably already are playing with guildmates.
The whole time I was talking about making players acquainted with the idea to play with other people from the beginning of their journey instead of soloing to max level, and you come back with "you're already playing with guildmates." For new/returning players they sure as hell don't make a new character and start with "I need to find a guild so I can play with other players."
For the record, since I get the feeling this wasn't obvious: I was talking about playing with players outside the automated LFG tool. That tool is both a boon and a curse at the same time.
This whole argument rests on the presumption that no new or returning players get into the game. That's defeatist, basically what you'd call "a managed decline".
And I guess this is exactly what is happening inside Blizzard at the moment: Any ideas how to incentivize the influx of players at each start of an expansion to play
together and form social bonds are sidelined with "you're trying to solve a non-existing problem", and "we have more important systems to develop."
Shortly after expansion launch those people quit because: a) they have no social connections holding them in the game and b) their character progress at some points starts to be limited by having access to people at their skill, effort, and progress level.
"But, but, there's Discord and Facebook now for ..."
That's not how this works out: Most communities there are nice to talk
about the game, but skill and progress levels usually vary wildly in those communities. And this will invite friction once transferred to the game, because the lower end has disdain for the "no life poopsockers", while the people more invested in the game have disdain for the "fsck'ing casuals". Successful out-of-game communities usually tend to represent an in-game community (like a guild) that shares the same goals and values.
while proposing a solution that ignores why server groupings are even a thing
Yeah, why even are "server groupings" a thing? Someone explain this to me please.
Is it just to fleece player money for transfers, or is it to give players some form of identity? GW2 does this for WvWvW reasons, but WoW could get away with factions for world PvP, and instanced PvP doesn't even need any of that.