I hate central city's, that's pretty much the shit they started in EQ2.
I like races spread out all over the places, so there is more of a unique experience depending on what race you pick.
In EQ, depending on where you started it was a vastly different feeling to the world, and people remembered those starting zones till this day.
They can account for everything regarding population spread over time, and design and place content accordingly, even with several cities. Have a dungeon below the city. Have raidable stuff nearby. Place them so that people naturally flow together while having a distinct racial home. Of course you can place one or two races in a ghetto (gnomes in WoW) but going the "Last refuge of all that is good" city style is weak world building, even moreso in a world that supposedly thrives on different factions and pantheons that are at odds.
In the end people are right there have to be trade-offs, but that does mean compromise not go all-out on game mechanics trump everything. If that was the case this would be pretty cheap to do because you dont need races for example. In the end, if I dont like the world I wont play the game. Never gave Rift a chance because lvl1-10 just didnt grab me, and that wasnt a mechanics problem. Wouldnt have played GW2 past 10 if they had forced me through the asura content either.
One thing that just came to me, didnt erudite necros start in a shack in the forest before they added paineel? That would be a solution that's a good compromise imo. Say "the ogre town is beyond this cave, but it's too much effort for now so here are 3 huts with trainers and vendors. It's immersion-breaking to a point but it doesnt feel as retarded as blood elves (who only exist because the undead wasted their lands) being chummy with forsaken. Or trolls living with dwarfs.
Since this isnt a quest-driven game maybe they can simply give more freedom of starting areas as long as there is a way to flow into level-appropriate areas. Also easier with just 20 levels.
Edit: about factions - they said several times that factions are important and will play a large role both positive and negative in shaping your character. So even if they have everyone start in one city, they'll still design the dorf kingdom so your human paladin can suck up to them for special skills. Same for elves, same for frogloks and so on. The work is being done. Theres no harm in the races then starting in their respective areas, all it takes is accounting for it while you sketch out the zone layouts.
Brad is the dead opposite of Barnett when it comes to videos , and both extreme ends of the spectrum are bad for pushing a game or KS.
Surely someone can pull off a middle ground between not sounding bored and like you'd rather be doing anything else vs screaming at the camera WAAAUGGGHH ORCS AND DWARVES SMASH the whole time.
Georgeson does ok, I was just thinking that when watching the latest EQNL video. He seems excited to show people what they are working on while having a clear message to deliver (or PR speak if there's no meat to the video). Brad does not seem excited at all and tends to drift off into pie in the sky things (though its better in the newer vids). Barnett was just ridiculous.