Warcraft Retrospective: A Blog Post Series (latest issue: #39, 2024-10-19)

As much as I loved the fact that Kalimdor was shrouded in magical mist, by Kaldorei Druids, as a means of protecting their lands against unwanted intrusion by outsiders(be they the exiled Highborne or a returning Burning Legion), it just currently makes no sense to assume it is still canon. (And it would be overdone now, with all the other islands suddenly reappearing).

Eitherway the fact that Human sailors frequented Gadgetzan pre-First War means the Goblins discovered Kalimdor way before that and were able to build a giant city, which would’ve been impossiblr had the mist still been there, especially since Goblins are not natives to Kalimdor!

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Indeed! By pre-First War, Gadgetzan had been established as an important global trade hub to the point it was worth it for sailors from across the world to brave the seas.

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frankly it sounds to me like it was a concept they reused for pandaria, making more sense for shrouding that continent than it did kalimdor by then

Warcraft Retrospective 28: All In

https://lintian.eu/2024/06/01/warcraft-retrospective-28/

Excerpt:

We’re seeing an interesting reversal of the usual gender dynamic in fantasy. Furion, the man, is the calm and diplomatic one, more willing to work together with others, and Tyrande, the woman, is the aggressive and bloodthirsty one, constantly talking about her plans to kill someone — while constantly shutting down Furion whenever he tries to speak against her. If the genders were switched, we’d already be crying foul. This story suggests — if what we’re seeing here is the norm — that night elf society might have gender dynamics just as skewered as many historical human societies, but in the other direction, which might be interesting to explore in depth.

And that’s the end of Reign of Chaos! Next there will be an interlude talking about the strengths of Warcraft 3 worldbuilding and the value of mystery, and then the next post after that will move on to The Frozen Throne.

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Glad to see that you managed to get through the mission at long last! And also that you did what I suggested to a degree ( the moonwell and ancients part).

Now as for how Medivh came back, it’s once again clear that when they made the game, they initially just wanted to make a cool game, and only later decided to add explanations as to -how- things happened.

All in all, I felt very awed when I first completed the Reign of Chaos, and I had just as much fun with Frozen Throne after. Since it were these two games that began my love for my second-most favourite fantasy universe next to LotR… despite some of the changes it has received in recent years.

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I also kept an ancient of war on each of the allied bases to quickly pump out reinforcements right there, and pulled them back when the base was about to fall.

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I will post more later, because I am a bit in a hurry.

But… Loved the read. This may be my favorite entry yet. through the page I see your enthusiasm for the night elves, and the attention that you put into small details, such as describing the Malfurion-Tyrande chemistry, is a small gem.

It is really well-done and highlights just how much quality was subtly placed into small things like chemistry and interactions - though I will elaborate on this another time.

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Warcraft Retrospective 29: Interlude: The Value of Mystery

https://lintian.eu/2024/06/09/warcraft-retrospective-29/

It’s important for fantasy writers to recognize the difference between two types of mysteries: those that are meant to be revealed later for a satisfying payoff, and those that never, ever, should be answered, because any answer would inevitably be less satisfying than no answer. And in the latter case, not giving answers is fine, and almost nobody will ask for them anyway. <…>

On the other hand, if you do intend to eventually reveal a mystery, then you, as the writer, need to know the answers far, far in advance. The audience expects you to know all the important things about your setting, even if you actually don’t. If you keep teasing the audience but never actually deliver any answers, instead just digging yourself deeper and tangling the knots ever further — as happened to The X-Files and Lost — then the audience will eventually stop following your work, because they’ll realize that you have no long-term plan, no climactic reveal that everything is building up to, and instead are just making it up as you go along.

Next is The Frozen Throne. Its manual is very short and doesn’t contain any lore that isn’t revealed in-game, so I’ll skip it and move straight to the campaign.

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Very lovely read!

Warcraft 3 really does stand out among many other RTS, especially for its era in blending story and gameplay in such a different way.

Also as a sidenote, something I’ve mentioned before, Heroes of Might and Magic Lore is bonkers.

To give some examples. The Angels are androids, the demons are high-tech aliens. The reason the setting is medieval fantasy is because its the aftermath of a intergalactic war against the devil aliens that regressed everyone back in technology. (Though, Heroes 5 and after is a new setting in a generic fantasy world and ignores this)

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Yes, the old NWC Might and Magic setting was wild — even if its sci-fi backdrop was not acknowledged at all in the Heroes games. The world lost something beautiful when Ubisoft got rid of it in favor of a disappointingly generic setting.

To me, 4 — the original one, not the atrocious expansions — is the narrative height of the HOMM series, not matched by any installment before or since. By all appearances, its lead writer knew what he was doing, and it’s damn shame the crumbling 3DO buried promising talent like him under its rubble.

Here’s an interesting interview with him:

https://web.archive.org/web/20151120025039/https://mmh7.ubi.com/en/blog/post/view/lost-tales-q-a-with-terry-ray

And I can identify a lot with the way he writes about Gauldoth Half-Dead. I feel somewhat similarly about Lintian.

But hands down and far ahead in this race for my love like a cheetah running against sloths is Gauldoth Half-Dead. I set out to make Gauldoth the opposite of every necromancer from every fantasy story and he became so much more during the writing process. That’s my favorite thing about being a writer – when characters gain a life of their own. Gauldoth certainly did.

He’s still very real to me, and to this day I do annual searches about him just to see what people have been saying. Despite his horrible life, he’s a philosopher and probably wiser than anyone around him. He is not ruled by a quest for power like most necromancers, but he sees the purpose and usefulness of power. He is neither good nor evil. He sees chaos and order, creation and destruction all as one thing dependent on each other. I wanted him to be a metaphor for all Mankind. Because of that, I think he is the one and only hope for peace in the troubled realms of the Might & Magic universe.

For years, I have been telling my friends I would love to write a Gauldoth book, or maybe a series of books. When I say things like that, I feel like an ancient god who molded a figure out of clay, breathed life into it, and released him upon the world. Gauldoth will forever be my child. May he live and unlive forever.

And then Ubisoft was more interested in HOMM as a brand, an investment, than a creative project. Start with a D&D-clone world, make it just distinct enough to be trademarkable, ship it. Themes? Characterization? What’s that, is it something you can monetize?

It buried the resurrected franchise with mismanagement, but in hindsight, the writing on the wall was there as early as Heroes 5.

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It’s a real shame, especially too with how HOMM4 was and still is often regarded in the franchise in terms of gameplay.

It had the unfortunate role of being a sequel to one of the most beloved strategy games of all time, while also trying to innovate and be different. And at the same time, the whole studio was collapsing during its development.

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I’ve not even finished reading the latest update, and already we’ve got sarcasm thrown the way of Shadowlands and Mass Effect?

I can’t love the blog anymore than I already do, I’m sorry! But I’m trying :smile:

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This post was pretty interesting, and, as someone that one day hopes to write something of his own and make his own setting, I got some stuff out of it that seems handy, so thanks for that.

But did you have to do my man HoMM 5 like that? :frowning:

In all seriousness though, I played 3 when I was -very- young and I never touched four, so beyond fantasy stuff I played in Hot Seat mode with friends and family, I never knew much what I was doing, so that reveal about how the old world of Heroes was was pretty interesting!

5 gameplay-wise was indeed one of my favourites but, in hindsight, the story at times was at times silly. But I loved the game mostly for it’s 3-D cities and because it still felt familiar. 6 was meh, and I haven’t even bothered with 7 :frowning:

( It also took me embarassingly long to figure out that they were singing Mozart’s “Lacrimosa” in the Haven Town in 5).

But it is indeed a big shame what happened to that series :frowning:

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Warcraft Retrospective 30: Inspector Maievert

https://lintian.eu/2024/06/23/warcraft-retrospective-30/

Excerpt:

Logically speaking, at this point, Maiev is doomed. The most obvious thing for Illidan to do would be to forget about Maiev and implement whatever plan he needed the Eye of Sargeras for. And even if he decides to crush her first out of a sense of petty rivalry, there’s no way she can endure a full-scale siege long enough for reinforcements to come.

Consider this. The story has already established that the Broken Isles are a day of sailing away from the Kalimdor coast. The runner will have to sail back, find Shan’do Stormrage (wherever he is), possibly cross a great distance by land, then the reinforcements need to be mustered, rallied, and set sail for the Broken Isles, all the while Illidan’s naga are relentlessly assaulting Maiev’s remaining Watchers…

And in the process of forgetting all that, the story makes the world feel small — a recurring flaw of Warcraft storytelling.

Sorry for the lack of an update last week. I was in no state to write because of health complications, and writing this one required me to take breaks and let my dizziness clear. Until my neck problems are treated, I cannot give hard guarantees about schedule.

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Great read again! And your health comes first! Hope it will get better for you though with treatment and you’ll be good. Big hugs!

I knew WoW was built in a modified WC3 world editor, but I didnt realise they were being made alongside eachother!

That only makes the inconsistencies(especially in world layout and design) even stranger.

I used to have so many mix feelings about the sentinel campaign. On one hand, I initially loved Maiev. She was/is so cool, and I liked the mystery of the isles.

But the latter half(which you’ll get into later!) I used to dislike. When I was younger. it came across to me as Maiev had a massive crush on Malfurion and she and Tyrande where fighting over him.

But now, you can’t convince me that Naisha and Maiev weren’t the bestest of roommates.

Edit: I also had the blink glitch in the tomb more than once, for the same reason you did.

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When I last played the dungeoncrawl mission, it is embarassing how I -never- picked up on the fact that there were trees placed specifically to put owls in to find the missing artifacts. Therefor, to my great shame, I must admit I used cheats to be able to find all the fragments :frowning:

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Interesting! I’ll get to that, but I always interpreted Maiev’s behavior in these missions as 1) her single-minded pursuit of Illidan, to which everything else, including Tyrande getting swept downriver (which would have led Malfurion to deal with that first if he knew she was alive) is secondary, and 2) her chance to get revenge against Tyrande for setting Illidan free, maybe even getting her killed while keeping her own hands clean.

Incidentally, I think the scene where Maiev reads Gul’dan’s glyphs was one of the early seeds for Lintian’s concept in my mind, many years before I created her, by planting the idea that night elves can be intelligent and observant, going to foreign lands and learning the languages of people they coexist with. After all, I didn’t “invent” Lintian per se; I discovered her in my imagination, shaped at least in the most basic terms and waiting to be written about.

Edit: in fact it’s no coincidence that I created Lintian right after the announcement of a Broken Isles expansion. As a young night elf historian with interest in the Empire, she was created specifically to eventually go to the Isles, even if her reason for doing so ended up being not at all academic.

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I still find it amusing that one of the most disliked authors that have touched the setting - Knaak - is the one that did the most to make it feel like an actual world with scale. And not just a ten minute Uber ride across continents.

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i still think the old comics were peak and im tired of pretending otherwise

It is always nice to read a Lintian night elf piece. Very enjoyable.

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