“Visit new and familiar worlds featuring over 100’s of
Disney Warcraft characters!”
“Beware of the
Disney Warcraft villains and their devious intentions!”
“Team up with
Disney Warcraft heroes as you battle evil!”
“Experience stunning graphics and authentic voiceovers!”
Something had been bothering me for awhile. It’s not how screechy all the main quest givers / lore characters are. It’s not how inconsistent the lore feels with every previous piece of WoW media. It’s not how dull and predictable the story is.
It wasn’t until I finally got round to doing the Venthyr garrison campaign. Err…order hall campaign… Err… war campaign… Err… covenant campaign, that I finally realised it.
Watching the prince of Silvermoon be denied (justifiable?) revenge on Kel Thuzad as some other Lich with inconsistent power levels tells him it’s not his place to decide Kel Thuzads fate, it felt like a cutscene from Kingdom of Hearts.
This is perhaps the worst expansion for fan service / wow lore, and despite all the improvements in graphics and cutscenes, the story feels vastly inferior to the storytelling of classic.
Which brings me to the realisation that warcraft has moved so far away from its origins that the entire world no longer seems consistent.
I’m writing this while at work, so I’ll give four quick examples:
1.) Originally, the light was a medieval like religion that gave its power to those that had faith. It was based around churches, cathedrals, and knightly orders.
More recently, the light is about aliens, powers spaceships, and shoots lazors.
2.) Originally, the story was quite adult, and had more realism. Can you remember the first time you read about Aedelas Blackmoore throwing Taretha’s severed head over the ramparts to land at Thralls feet? Or when Renault Morgraine stabbed his father through the heart?
Now the story is all about the power of friendship and believing in each other…
3.) In regards to world building: lore consistency and world consistency are important. The world used to be a dangerous place: normal mobs could kill even tanks, and elite mobs often required a full group to kill.
Now I’ll pull 15 odd mobs to farm cloth and just aoe them down. The world isn’t dangerous, and so there is no concern about it.
4.) As the world was a dangerous place, and there were realistic and darker parts of the lore, stories weren’t as predictable. So there was a level of excitement and interest as you worked through a quest or read through a story.
Now after 8 expansion of “OMG UNBEATABLE BAD GUY!! but with the power of friendship we came, we saw, we conquered” you don’t even need to read texts to know what happened. It’s worrying when a friend that hasn’t played the game in six years predicts the storyline of Shadowlands thus far based on the trailers.
But rant over.
Edit: 5.) Cloth classes are tankier than plate wearing classes… How can this not destroy any sense of belief when a person wearing cloth robes can take more hits from a sharp axe than the people wearing plate armour…