Why World of Warcraft Housing is Bad

Why World of Warcraft Housing is Bad

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Executive Summary

World of Warcraft players are debating the upcoming housing system because it represents two very different visions of what an MMO should be. For some, housing is a long‑awaited feature that allows creativity, roleplay, and personal expression. For others, instanced housing is seen as anti‑social, isolating, and a waste of development resources. History shows that housing systems succeed when they are tied to economy, politics, and conflict, and fail when they are only decorative.

Why Housing Matters in WoW

  • It promises permanence in a game where most rewards are temporary.
  • It offers collection goals and creative expression.
  • It risks pulling players out of public spaces and into private instances.
  • It signals Blizzard’s design philosophy: comfort and accessibility over friction and conflict.

Comparison of MMO Housing Systems

Game Placement Type Social Impact Gameplay Integration Legacy
Ultima Online Open world Very high. Neighbors, theft, emergent drama Looting, decoration, PvP spillover Legendary for chaos and freedom
ArcheAge Open world, scarce plots Very high. Guild politics, land wars Farming, trade packs, PvP Defined the game’s economy and conflict
Star Wars Galaxies Open world, player cities Extremely high. Mayors, governments, faction hubs Merchants, militia, city progression Iconic player‑driven history
Final Fantasy XIV Limited wards + instanced apartments Medium. RP hubs but exclusion through scarcity Gardening, Free Company buffs, workshops Strong RP hubs, infamous scarcity
WildStar (closed) Instanced plots Medium. Visiting, buffs, mini‑games Resource nodes, challenges, social bonuses Praised as one of the best systems
Black Desert Online Instanced interiors tied to city buildings Medium. Competition for prime locations Crafting, storage, worker systems Functional, economy‑linked
Elder Scrolls Online Fully instanced Low. Broadly accessible, little friction Decoration, crafting, dueling arenas Wide variety, socially shallow
EverQuest II Instanced Low Crafting prestige, decoration Early pioneer, but isolated
RIFT (Dimensions) Instanced Low to medium. Visiting, rating, events Creative sandbox, player‑made spaces Known for creativity, niche appeal
RuneScape (POH) Instanced Low. Invite‑only Training hubs, teleports, minigames Functional utility, not social
LOTRO Instanced neighborhoods Medium. Shared districts, kinship houses Decoration, festivals, kinship perks Moderate community feel
Palia Instanced Very low. Purely decorative Farming, crafting, no stakes Rapid novelty decay
WoW (planned) Instanced Low. Invite‑only visibility Decoration and collection Risk of being a short‑lived novelty

Lessons from History

  • Open world placement creates visibility, scarcity, and drama. This is why Ultima Online, ArcheAge, and Star Wars Galaxies are still remembered.
  • Instanced housing isolates players. ESO, EQ2, and Palia show that decoration alone does not sustain engagement.
  • Hybrid systems that mix decoration with utility or scarcity are the most successful. WildStar and Black Desert Online are strong examples.

Player Motivations

  • Decorators and role‑players want expression and hosting.
  • Economy players want storage, crafting, and trade hubs.
  • Competitive players want land control, politics, and defense.
  • Explorers and socializers want neighborhoods, events, and visibility.

Housing works best when it serves more than one of these groups at the same time.

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Risks for WoW

  • Engagement may drop quickly once the novelty of decorating wears off.
  • Private instances may reduce social interaction in cities and the open world.
  • Without scarcity or risk, housing will not generate memorable stories.
  • If housing is disconnected from economy, PvP, and progression, it will remain a side activity.

Recommendations

  • Create shared districts with discoverability tools, events, and leaderboards.
  • Introduce fair scarcity through lotteries, rotations, or guild quotas.
  • Tie housing to economy with crafting stations, vendors, and upkeep systems.
  • Add optional risk through PvE sieges or faction influence.
  • Support governance with mayors, councils, and civic ranks.
  • Encourage collaboration with guild compounds and co‑ownership.

Conclusion

WoW players are making housing a big deal because it represents more than decoration. It is about whether the game will embrace community‑driven systems or continue down the path of safe, isolated content. History shows that housing becomes legendary when it is tied to economy, politics, and conflict. If Blizzard limits it to private decoration, it will be remembered as a novelty rather than a pillar of the game.