> seems like an example of change of game design rewarding play time over community or socializing.
I agree completely but I'd also add that those changes weren't always intentional, I think. MMO changes, in particular, have greatly stifled the social aspect of their games, not intentionally, but through adding convenience.
The advent of fast travel across the world (for cost), auction houses, mailing items at no or little cost, etc. In UO, you'd walk into a town and find a blacksmith to repair your gear because they were just pasting in an advertisement over and over. Each hub would have different prices based on who was on because travel wasn't painless. I remember making a deal with someone to buy ore I mined at a specific price. It was below market value but it took away the burden of finding buyers all the time so I did it. And just like that, a casual friendship was formed.
Now, an mmo without a global (or even cross server!) auction house would be unthinkable.
Giving into the conveniences that players ask for ruins the social aspect of the game. It's cool that I can jump online and queue for an instance with a bunch of randoms in 10 minutes but it's at the expense of me actually communicating with the people and that's a shame.