>>502557203Roleplayers want control over the narrative in which their characters operate in order to increase immersion.
Since Worlo isn't a neat little 5-people TTRPG group that meets bi-monthly for an afternoon/evening, but rather a server housing tens of thousands of faggots whose swarm intelligence is a burning shitheap of clapperism, for once it's not Blizzard's fault that you can never create a reliable open world experience if you just go out for walk-ups.
No, you need a dedicated group who have at least a common goal into what sort of world they want to escape in order to have a good time with your own little avatar. Trying to go to Stormwind and portray Scarlet Crusader in order to live out the complex relationship between le good guise paladins and a desperate (and, ultimately, necessary) hyper-militant branch only leads to massive shitfits because your server's roleplay police decided years ago that Scarlets are k.o.s. for being problemchuds. But having at least a group of 10-20 lads and "lasses" who want to dress up in the cool red and white tabard allows you to do that, even if some of them really are almondchuds who vicariously live out their powerfantasies.
The same applies for any other flavour of roleplay: Some Druids just want to be hippies in Moonglade, others want to be Hagging Out with creepy mogs and some want to fuck animals. Trying to get those three groups together in one room and not making each ones' time worse is impossible, so it's better to have people with a consensual understanding of a common fantasy. Guilds allow you to do that.
And fundamentally, needing a personal guild that creates a segregated space from the rest of the dynamic, persistent server is exactly what renders even needing that persistent open world entirely redundant. If you just wanna hve *your* fantasy with *your* group at a suitable time for *your* schedule, then the space for walk ups and unanticipated adventures is a superfluous waste of money and resources.