>>713959591To abstract this to another level, dedicated servers provided two crucial things: downtime was spent next to other players, and continuity. If you die, you've got 10-20 seconds to respawn where you can't do much but talk. Odds are you might say something to someone. That someone might be there tomorrow. Rubbing elbows with people like this over longer periods of time lets you unconsciously filter people that you'd like to spend more time with.
The same difference is visible when you look at planetside 1 and it's sequel. In the first game the gameplay loop was a bit rough, and you had to spend 15 minutes guarding a control console whenever you were capturing a base. Sometimes this happened after you managed to blow up the enemy's spawnroom. In the sequel, it simply played more like domination with fixed, invincible spawns. Unsurprisingly the game had much less social interaction in that version.
I haven't played WoW, I was late but learned it also simply wasn't for me, but I recall hearing how the world seemingly got a lot less populated once they rolled out automatic dungeon finding. The fucked up thing is that you just know some part of the playerbase would ask for features like this. You can't really blame them, but it's exactly like that quote. Given the chance, players will optimize the fun out of the game.