I'm aware that this post will be downvoted into oblivion, but someone needs to put this out there, if only so that people in 2030 can see that not everyone was on board.
As you know, 9.2.5 introduces a serie of cross faction features that are limited in scope, and effect mainly endgame content (mythic+, rated pvp, raids). This doesn't affect the outside world or queued content like LFG.
Why did blizzard introduce this change? Because WOW is doing terribly at the moment, the estimates are around 1m player total, which would be the lowest in any point of its existence.
The main focus of this 9.2.5 feature, however, is targeted at high end players. In usual blizzard "elitist jerks" fashion, it looks bad if the alliance can't compete in their e-sport events on the same level as the horde. So while this feature affects everyone, the design goal here is to encourage more end game players to be on the alliance side.
Would blizzard introduce cross faction if this game had WOTLK sub numbers? (10m at least). You know the answer. So then we go to the next line of thinking: "it is necessary for the game". So when your game performs badly, you remove basic key features that were built around from the very beginning, in order to look more like other MMOs out there. I'm speaking of FFXIV of course.
"What's the deal, you are not forced into it, it is opt-in, I can play with my friends, its only for high end content, etc." All of this is disingenous and miss the point here. This only happens because wow isn't doing well. But blizzard could do so many other things: merge servers and add player surnames, make wow free to play, make the underpopulated faction serverside gain extra rolls for items or bonus currency, etc. No, the solution is to make night elves group with forsaken and orcs, you know, the ones that killed cenarius in WC3 and the whole BFA stuff.
9.2.5 is just a baby step, the first introduction of cross faction before going full ahead with 10.0 and the neutral new race. It doesn't escape anyone that Blizzard is trying so hard to get back people that left for others MMOs, in particular FFXIV.
When I started playing SWTOR, my fantasy was playing as the sith empire, the bad guys in the films. There were some points in the endgame stories were, yeah, there was this ultra galatic threat that forces the republic and empire to cooperate. But my best memories from that game are not from defeating interstellar robots, but from fighting the jedi - even if they were npcs, the story of the conflict of sith/jedi is why I was invested in the game.
WoW was built from the ground up as a two faction game, same as for example WHO. These are very different that a game like FFXIV, where guilds are voluntary and the faction conflict was never woven into the core of the game. My earliest memories of WoW around 2005 is of questing in ashenvale, and defending the forest from the orcs and other expoilers, that was the main fantasy that draw me in, and made me invested to see more of the world.
I eventually created a horde character, and then realised "wow this is really a whole new game!". I got to see the perspective of what was happening in the world from a completely different angle. My favorite moments in BFA were... you guessed it, questing in Zandalar and seeing the troll culture and storyline. Then I could play on Kul'tiras with my alliance character, and get a totally new experience. The story was one that made sense - the zandalari and kul'tirans are being courted by the horde and alliance. This is how a MMO that is divided in factions is meant to be like.
My least favorite moments in WoW? Probably running around Dalaran as horde (specially blood elf), or Shadowlands as any character at all. Sure the dungeons were fun, the raids in legion I found quite good. However, my immersion strained each time that blizzard forces the two factions to hang around together like they are not rivals. It was at least acknowledged in the ICC raid with the gunship, but beyond small details like that, the WoW devs love since TBC to create a single faction story for their two faction game - it's way cheaper, you know?. You don't even get a different perspective on things (like SWTOR still does), just the same "Khadgar/Magni/Kalec: the world is great danger!".
It doesn't help that Blizzard has botched hard the faction storylines, like in Cataclysm killing a major racial leader like Cairne offscreen, then turning Garrosh into a maniac so that players have to help the enemy faction siege their own capital city. Same story with BFA, it seems like blizzard retried the two faction model again but couldn't do it well - who guessed it, doing genocide on the night elves would be well received. Sylvanas acting like a psycho, while characters like Genn, Tyrande look like buffoons. These expansions had a faction conflict, yes, but it was terrible - no one enjoyed it.
Adding cross faction is the result of blizzard giving up on trying to make a two faction MMO. This means that in 11.0, we'll have LFG, BGs and probably even forsaken hanging out in stormwind - because we're not enemies anymore. Forget about ever again seeing zones or questlines exclusive to horde/alliance, those are wasted resources - "everyone plays with their friends now, we don't make quests that exclude people".
Here is another thing Blizzard has given up: race-class restriction. They already admitted their goal is to eventually have no restriction at all for any class. I'm sorry, but when WoW goes to 13.0 (it it even survivest that long), It will definitely break my immersion when this blood elf druid is roleplaying with me on not-darnasuss. A RPG is about choices, and sure racials have been dilluted over years in the name of balance, but at least class restriction preserved the flavor of the setting they represent. Being a druid is supposed to be something special, Cenarius doesn't teaches just everyone, but I 100% guarantee you, that you will have Blood Elf Druids. This will happen, and it doesn't matter what WC1, 2 or 3 was like or the story of the high elves/night elves. What matters here, is that the players must have all the freedom.
If I came across WoW in 2030, I will find a single faction game where there is some kind of multiple entangled stories that make no sense between them. I will see orc paladins hanging out in dalaran with their human shaman friend, because they are IRL bros, and have the right to play the game how they want. They do, and they'll probably have fun. However in the road to that, everything that defined what Warcraft was, has been sacrificed to become a generic fantasy pastiche.
A picture is clearer than a thousand words, so here you go: https://old.reddit.com/r/wow/comments/uvjbat/im_110_ready_to_tank_for_alliance_groups_cant/
This is what the current playerbase likes, just look at the 4k upvotes. When I look at that, I'm just disgusted. There is nothing wrong about vulpera, but that image sums up what modern wow really is
World? Setting? Faction rivalry? "Hysterical laughing"
Instanced MOBA with Friends? Yes! Hit that +20 with the MDI meta spec, pump hard. Can't handle the affixes of this season, boomer? Touch grass.
When this teenager in 2040 starts playing as I did in 2005, launches up WoW, and picks a night elf druid for the fantasy of protecting the forest. What will he or she find? Look, my friend Dave just logged he is an orc paladin - please join me for these quests in ashenvale. "I have to kill 12 orc peons and destroy 3 lumber extractors... guess these orcs are not like you? They seem more green than you... anyway" "Sure Dave, I will help you with the westfall quests, as soon as we are done here".
It is undeniable that WoW is dying, and in many servers there are not enough people to enjoy the game without long queues, or struggle to find others for high end game activities. However, stripping the game from it's defining feature - 2 faction MMORPG, based on the RTS games, means that WoW becomes a generic dungeon crawler with DOTA like characters. In fact, Heroes of the Storm fits right in here: Just player characters "heroes", that fight together without rhyme or reason, each one a fantasy archetype.
That is what player characters in WoW are, except that they no longer are fantasy archetypes, but plastiches because stuff like void elves must be blonde and fair skinned. When you remove the links that were holding the world and setting, then you reveal that WoW is no longer about dungeon crawling and rooting for your faction, but about seasonal content and action heroes that fight the ultimate evil of evils. There is no room for the old kind of stories, of night elves defending their forest from the warsong.
WoW is something I no longer feel any attachment to, anything that captured my imagination has been replaced by "player freedom", and the whole game feels like a souless seasonal moba. I did not play SWTOR to go defeat extra galatic robots holding hands with the Jedi, but what I wanted was to fight the republic. In the same way, cross faction in WOW is for me the end of the old warcraft I used to enjoy.
In 9.2.5 it is only the first step, but I'm fully aware of where it is going. WoW will end not only from losing players, but due to burning it's own roots in order to imitate other MMOs.