But he makes an interesting point in this blog post about the way WoW is designed. It points out that even at the hardware architecture level there is a profound effect on the shape of social interaction (and therefore collaboration, culture, and everything) in the game world. Much like in “real life.”
… this is one of the fatal design problems with World of Warcraft. In Second Life, each island has a server and they try to get people to scatter out across the world. In Second Life it is one world with each region connected. In Warcraft, we have over a hundred servers on various continents and “instances” in areas of each server making many many copies of the same game. This gives you a very very small chance of actually being able to meet people that you know in WoW even though you both play. I realize that it’s a fundamental difference, but from a social perspective the results of this “sharded” system that WoW uses are devastating.