Can you solve the Social Interaction equation for WoW?

A brain worm for any budding developers out there! The goal is to create a constant social output, the predicament comes in that closed/open groups are two separate systems.
In what equation could they work together (equations at the bottom), without making the other redundant while maintaining a social output?
Here are some clarifications: scarcity stands for the bottleneck of traffic, when there are so few objectives around it causes a crowd, in different systems this will have different effects. Abundance is the opposite. World of Warcraft uses a closed system, Guild Wars 2 uses an open system. World of Warcraft is highly social during high traffic bottlenecks but becomes anti social (almost combative) in low traffic. Guild Wars 2 is Asocial during high traffic bottlenecks (people around you have no negative or positive impact on your person) a large down grade from the alternative, but in low traffic it becomes moderately social, not ideal but acceptable and better than the alternative.
In what equation could they work together (equations at the bottom), without making the other redundant while maintaining a social output?
Here are some clarifications: scarcity stands for the bottleneck of traffic, when there are so few objectives around it causes a crowd, in different systems this will have different effects. Abundance is the opposite. World of Warcraft uses a closed system, Guild Wars 2 uses an open system. World of Warcraft is highly social during high traffic bottlenecks but becomes anti social (almost combative) in low traffic. Guild Wars 2 is Asocial during high traffic bottlenecks (people around you have no negative or positive impact on your person) a large down grade from the alternative, but in low traffic it becomes moderately social, not ideal but acceptable and better than the alternative.
Scarcity + Closed Groups = Social
Scarcity + Open Groups = Asocial
Abundance + Closed Groups = Anti Social
Abundance + Open Groups = Social