Wednesday, 8 May 2013

World of Warcraft - Cataclysm - Night Elf starter zones



Sorry for the month-long wait, everyone. After all that time, let's look at some individual zones. For our first look, I've decided to go with the night elf starting zones, since they're the most varied of the bunch. Plus, most of the zones don't have a lot of “comedy”, meaning I am less likely to strangle someone.

Teldrassil
Type: Unwritten zone.

The Original Zone: I think I've spoken plenty about how little sense this zone made, so lets just keep to plot this time. Almost every quest on Teldrassil involved the growing demonic corruption in the tree and fighting the corrupted creatures it created.

What should have changed: Pretty much everything. While there was no real progression against the corruption in the original Teldrassil quests, the entire plot was actually resolved in one of the books, Stormrage, in which the emerald nightmare was defeated and contained, Fandral Staghelm captured and Malfurion woke up and became the co-ruler of the night elves. Teldrassil even got blessed by Alexstrasza and Ysera.
As a result of this, there should have been a ton of major changes. The timberlings should no longer be corrupted and hostile, the gnarlpine furbolgs should be friendly now and the sleeping druids should have awakened.
In addition, there was another major change: The shendra'lar, a group of surviving highborne, decided to return to night elf society. As such, the night elves now have actual mages again, which should probably be reflected in their homeland. A minor change that happened in the same book was that the wardens were reformed, this time under the command of Jarod Shadowsong.

What has changed: Pretty much nothing. Almost every single quest is recycled from the original world of warcraft, with the excuse that “the corruption has suddenly returned again, omgz0rs!” Of course, that doesn't explain why the characters that were killed in vanilla are suddenly alive again, or why the corruption takes the exact same form as it did previously, or why the druids are still asleep, or why the green dragonflight still isn't helping out.
Teldrassil is an example of one of the big problems with the direction in Cataclysm: The stakes for every zone must be as high as possible. Every zone is a battle for complete domination, survival and/or global annihilation (seriously, you save the world like 6 times). For some zones, that just doesn't work. Teldrassil should be a mostly peaceful area, like Dustwallow Marsh, the original Elwynn forest or Scholazar Basin. There's still plenty of story opportunities in a more low-key story. You could have a murder mystery causing rising tensions between the shendra'lar and the furbolg. You could have harpies fleeing to Teldrassil in large numbers. You could have a quest about helping the worgen, the shendra'lar or even the green dragons set up a new village. You could have a quest series about helping the shadow wardens capture a dark cult, satyrs or demon hunters. I can think of dozens of possibilities for questlines beyond simply recycling the old stuff, and I'm not even fully awake yet.
Darnassus itself could also use a bit of an update. While the worgen having their own tree is nice, the reformed watchers and the returned Shendra'lar should also have gotten lodgings.

Darkshore
Type: Finished zone, probably the most complete example amongst the redone zones.

The Original Zone: As I've mentioned before, MMOs are not exactly the best medium for story-telling. Back during the original world of warcraft, this was even more true, as there wasn't anything like phasing yet. You couldn't change the world depending on a player's actions.
However, some of the WoW writers found a way around this. Rather than telling a full story, they instead set-up a mystery to be solved at a later date. Usually, the player did achieve something during the mystery, like stopping one evil plot, or destroying one branch of a conspiracy, but the actual resolution was kept for a later date.
A lot of these mysteries were actually connected, though few players were bored enough to read through all the quest text and think about the implications. Luckily for my readers, I have no life and a good memory. In the case of Darkshore, there are two relevant mysteries.
Lets call the first mystery “The forsaken conspiracy” (or “The unofficial main plot of Vanilla”). Throughout vanilla, we saw that the forsaken had ties to numerous dark factions, including the Defias Brotherhood, the Grimtotem tauren and the new shadow council. The comic actually very briefly featured this conspiracy as well, tying the black dragonflight (and thus the dark horde) to it as well. The forsaken conspiracy only features very briefly in Darkshore, with a group of forsaken scouts trying to assassinate a member of the argent dawn who is investigating the Cult of the Dark Strand, a branch of the new shadow council led by an ancient, powerful highborne warlock by the name of Athrikus Narassin, who has feasted upon thousands of souls and is looking for new ones.
The second mystery was the “OMG, ocean = scary” plot. Around the time of Warcraft III, something started to stir beneath the ocean, causing many of the inhabitants to flee. You may be thinking it refers to the naga, but most of the hints we received pointed to something far larger. Darkshore was the most important area where this mystery featured, with many large animals washing ashore. While the beached turtles turn out to have been caused by the naga (who were using them as cargo transports to Blackfathom Depths), the whales and threshers were left unexplained.
Aside from that, most quests in Darkshore were pretty similar to the quests in Teldrassil, mostly revolving around fighting the spreading corruption. The player also helped a group of dwarves investigate a titan ruin in the southern part of the region, and dealt with highborne spirits haunting ancient ruins.

What should have changed: Honestly, there aren't really any changes in Darkshore that had to happen. There is nothing about any of the questlines that indicated they had to take place before the cataclysm. As such, its a bit bizarre that this zone is one of the most thoroughly updated.

What has changed: EVERYTHING. It's one of the big problems of cataclysm that the zones that needed the least changes to fit story advances were the ones that needed the most changes to fit smoother gameplay. It's one of the big reasons why cataclysm as an expansion could never have worked, even if the premise had been better. There just isn't enough time to do everything.
That brings us to another big problem of cataclysm: The revamped zones don't really have anything do with the old zones. As a result, fans of the old zone usually hate the new zone for taking away their beloved storylines and completely replacing them, making them forever lost to the mists of time. You're taking something we've grown to love and replacing it with something new. Even if the new thing is great, that's still a bad idea.
In the case of Darkshore, there's two new main plots. First, the shatterspear tribe of jungle trolls has joined the horde, and is invading night elf territory. While they were a bit of an easter egg in the original world of warcraft, we did actually get a bit of lore on them when blizzard released the troll compendium, stating that they were reclusive and uninterested in claiming territory. As such, having them join the horde just to take more territory is a pretty blatant breach of canon.
The other main plot is a bit smarter, for the most part. As part of the cataclysm, a massive tornado is ripping apart darkshore. In addition, the twilight's hammer, naga and corrupted furbolg are doing their best to mess with the people in the south as much as possible. The player must help Malfurion control the tornado, getting a moonkin, green dragon and furbolg leader to aid him. In addition to the tornado, the twilight's hammer, naga and corrupted furbolg are making a whole mess of things. All good so far.
However, the ending to the questline is simply glorious. Queen Azshara appears, explaining that the entire plan was to keep Malfurion busy, so he couldn't lead the night elf defense of mount Hyjal! It's the perfect evil plan! MUHAHAHAHA... wait... didn't the night elves have two racial leaders? Last time I checked, Tyrande also led the original defense of mount hyjal, so the idea that only Malfurion could lead the night elves to victory is ridiculous. Since when is malfurion a tactical genius anyway? Plus, it's not like racial leaders are the only commanders. Jarod Shadowsong, Shandris or any of the archdruids should have enough experience to lead a defense. And Malfurion does actually show up for the battle of mount hyjal, so it's not like this plan even makes sense in context of the story. Actually, now that I think about it, that ending is rather stupid.
However, I will give credit where credit is due: Cataclysm is much better at showing what the night elves are supposed to be, getting back a few of their old traits. The sentinels actually appear as amazon-like warriors rather than peaceneck tree-huggers. Natural allies are seen throughout the zone. In addition to the moonkin, green dragon and furbolg, numerous ancients fight alongside the sentinels, and the player awakens an even larger amount of ancients later on.

Ashenvale
Type: Unfinished zone

The Original Zone: If I had to pick one zone that perfectly represents the typical zone of the original WoW, it would be ashenvale. The way the zone had central towns with a ton of annoying, hard to reach minor hubs that you had to go to way too often (maestra's post, silverwind refuge). The way the zone had a really nice-looking subzone that looked like it would be interesting but was underused (thistlefur hold & village). The way the zone had random violence between the alliance and the horde that should only be happening if the factions were at war (the destruction of silverwing outpost, the assassination of Overseer Gorthak). The way TBC added a bunch of quest that honestly didn't make a whole lot of sense (seriously, how the hell was forest song founded behind horde lines? And who thought that was a good idea?). The way you had to search your ass off to find quest targets (Dammit Ursangous!). The way one questline looked like an interesting premise but ended up making no sense as part of warcraft lore (Raene's Cleansing, about an evil human mage who tried to use arcane powers to become a druid, so he could become a furbolg, so he could infiltrate furbolg society and turn the furbolg tribes against each other. The reason is never explained, nor is it explained why imitating druidic powers was a neccesary step. Also, this takes place before the third war, night elf arrogance is destroying the furbolg, night elves wouldn't kill an infiltrator that used arcane magic to pit them against each other and the furbolg gave a mythical artifact to druids without the night elves knowing of it). The way it had one RPG idea that was really cool (vale of beasts), one that only worked in the weird context of the RPG (wildhammer peaks) and one that made absolutely no sense (how do you make a statue of aessina, a glowing ball of energy, and how do you give her clothing made out of ivy?). Long story story short, it had a ton of potential, some of which shined through, but the overall execution was rather flawed.
Storywise, Ashenvale was much like Teldrassil, with a focus on fighting corruption, mostly in the form of corrupted furbolg, satyrs and demons, though there were some corrupted timberlings as well. To bring some variation, it also had naga and twilight's hammer cultists invading the east coast to search for a lost beast of the old gods, a group of ancient night elf worgen in the north and a few more hints of forsaken conspiracy, with undead harvesting rare herbs and corrupting an ancient night elf artifact that let the forests of Ashenvale recover much faster.

What should have changed: In Wolfheart, this is where the war between the horde and the alliance first started, with Garrosh launching an offensive against night elf territory to obtain supplies following a massive drought and fire in Orgrimmar.
In Wolfheart, Garrosh' insane love for physical strength over anything else was actually used in a clever way, with him becoming sort of a dark beastmaster, unleashing enslaved magnataurs and proto-drakes against his enemies. It was a really good idea (though the way it was implemented was definitely not that good), as a reliance on such creatures would go a long way towards explaining how the horde (a collection of nations that by all means should be near-extinct) is actually capable of taking on the alliance (the three mightiest kingdoms on the face of the planet plus more than a dozen allied factions).

What has changed: Of course, it being a good idea means that it never shows up in the game, with the horde instead relying mostly on goblin technology. Even in ashenvale, which was invaded before the goblins joined, there is no sign of enslaved monsters, with the attack relying on normal soldiers, demolishers and goblin engineers. You could have given us magnataurs and proto-drakes vs. mountain giants and chimaeras, damn it.
Instead, we get the half-assed attempt at a war between the horde and the alliance, really showing us just how ill-suited a medium world of warcraft is for this kind of conflict. There's no tactics, no characterization, no intelligence involved at all. The NPCs are simply waiting for the player to show up and throw the magic switch labelled “quest completion”, after which all their problems are solved instantly.
Well, at least that's how the story goes. In-game, there is a distinct underuse of phasing for some of the zones that really call for it, and the most blatant example of this is Ashenvale. No matter what the player does, Maestra's post will always be under siege by the horde, even after the fighting has supposedly been pushed back all the way to Silverwing Refuge. The most annoying example of this has to be Lord Magmathar though. Lord Magmathar is constantly yelling throughout the zone, is perched on top of a volcano in the middle of the area, visible from afar. I don't expect every single quest NPC to be phased, but if you're going to rub my face in his presence at every opportunity I do kind of expect the facerubbing to stop after I'm supposed to have killed him.
As I'll explore in future posts, I really hate how cataclysm handled both the core horde (orcs, trolls, tauren) and the core alliance (stormwind, theramore, ironforge and gnomeregan). The members of the horde turned from small tribes of redeemed savages looking to forge a new homeland into militaristic thugs looking to conquer the world. The nations of the alliance turned from a diverse pact of nations with widely different views of the world around them into a homogenous mass that only serves as an extension of Varian's will. Even more notable is that the factions lose their moral greyness. The horde attacks neutral nations with chemical weapons and dark magics just to get a better position to commit genocide and enslaves tribes of humanoids to use as disposable cannon fodder. The alliance ceases all of its questionable actions, with the war stopping and restarting between expansions just so the alliance leadership has no responsibilities for the events in the war.
In Ashenvale, this is all too apparent. The horde is suddenly corrupting the land all around, with the assault against Maestra's post being led by a warlock, shaman magic being used to enslave elementals, an entire tribe of furbolgs driven to corrupted madness by troll voodoo and natural artifacts corrupted just for the hell of it (seriously, wouldn't the horde, a faction suffering wood shortage, want an artifact that boosts forest growth to remain intact?). The fact that the player actually gets in trouble at one point for using fel magic is simply jaw-dropping.

Actually, lets talk about that last one some more. When the horde player arrives at splintertree post, it is under siege by night elf forces. With the likelihood of death, Draaka asks the player to put some of the energies from felfire hill in a canister, so that the orcs can enhance their demolisher ammo. Draaka remarks that if Garrosh found out, he'd likely call for the heads of everyone involved, which is seriously questionable continuity considering all the other corruptive magics the horde is employing in ashenvale (or this quest is the sensible one, and all the other examples are questionable continuity). Draaka sends you to Durak, a warlock in the splintertree mine, that does the actual enchantments. When the night elves launch their final attack, the player lays down clusters of enchanted ore to direct the fel meteors Draaka's demolisher launched.
Up to this point, the questline has actually made some sense. However, here is where that stops. Draaka, regretful of her actions, but hoping Hellscream will forgive her for saving Splintertree post, sends the player to Orgrimmar to deliver her apologies. However, when you arrive at Orgrimmar, Garrosh suddenly claims that Draaka had been manipulated by a demon. I originally assumed that this was just Garrosh being Garrosh and whitewashing orc actions by assuming that all dark magics used by orcs were a result of demonic manipulation. However, it turns out he was actually right when Durak transforms into a dreadlord. Garrosh also remarks that he can smell the taint of the demon affecting the player, and actually puts a price on the player's head for a while, even saying that he should probably still kill you after you give him the head of the demon.
However, that raises a number of questions.
First, how can Garrosh, and no other orc, smell which people have been influenced by demons? Last I checked, we've seen numerous covert demon-worshippers in orcish society, and Garrosh doesn't have special training of any kind. I'd buy that he could just sense lingering magical fel energies from the battle, but that doesn't work since any person involved in the defense should have had the same smell due to proximity to the fel energies, which means it's not exactly evidence of involvement.
Second, how did Garrosh come to the conclusion that Draaka had been manipulated by a demon? Draaka didn't know that Durak was a demon, so it wasn't in her apology. And Durak was posing as a warlock, so just using some pretty mild demonic magic wasn't evidence enough. Hell, come to think of it, how did Durak manipulate Draaka anyway? Draaka was the one who originally came up with the idea to use the felfire anyway, to the point that she actually had to give Durak instructions about what do to. And there is no evidence in the other quests of Ashenvale either. His only other involvement is with the corruption of the forest heart, and in that case, he was again working under orders from another orc. Basically, from all appearances, he's just an evil warlock that does his part in serving the horde.
Third, Garrosh is an idiot. Why is the player the one getting in trouble over this? We're only smelling like fel energy because of orders given out by one of his officers. And guess what? Garrosh knows this, because he has a written confession from that person in his hand. If you're gonna kill every person in the horde who got in contact with fel magic due to his superior officers, you're going to have to kill the vast majority of the orcish race, bub. Or do you think all our fancy green skins are just for show?
All in all, what I got from the entire affair was that Garrosh had no idea what was going on in Ashenvale despite it being his primary battlefront, jumps to conclusions on the flimsiest of evidences, executes members of the horde because they followed orders from officers he appointed (and Garrosh is consistently terrible at appointing competent officers) and just happened to be incredibly lucky in this specific situation.

Durak: No! My planning was impeccable! I did nothing to show my hand! How did you see through it all?
Player: Foolish demon! All your plans are limited by the precepts of reality! Our warchief's idiocy has no such limits!
Durak: DAMN YOU, IDIOCY!

Another thing that's really annoying about Ashenvale is the inconsistencies between the horde and the alliance quests. The biggest example is probably Chief Murgut of the Foulweald furbolg. The alliance player gets to kill this character for selling out his people to the horde, becoming their stooge. The horde player gets to kill this character for refusing to submit to the horde. So which is it supposed to be? The selling out/refusing to submit is supposed to have happened before the player even arrived, so its not like the actions of the player influenced his decision in any way.

And now for a bit of visuals. The view range at maximum settings in the original World of Warcraft was a lot lower than it is in cataclysm. This is a problem when it comes to the static fog that hangs in most zones. In the original world of warcraft, this fog served as a way to make the cut-off of the terrain after this range less obvious by gradually making things less visible until they were nearly wholly invisible at the cut-off point. However, in Cataclysm, the fog is obscuring things long before they would have been too far away to see, which is a waste of processing power and only makes the zone look worse. This is very noticeable in Ashenvale, because there is one small area, Thunder Peak, where the fog is removed. Just compare the view of Silverwind Refuge with the normal ashenvale settings with the view seen from Thunder Peak:



Left: Normal ashenvale view range, Right: Thunder peak view range.

Okay, more things to gripe about. In the original world of warcraft, zones didn't get long quest chains connecting everything. Each town just had a bunch of unrelated quests, and quest chains within a zone were usually no more than five quests long. As such, they didn't have an overall narrative, nor did they try to have one. With a few very specific exceptions, stakes outside instances were kept low, and quests were mostly doing odd jobs for local traders or helping take out annoyances to the guards. Because of this, quests had little do with one another, allowing for very varied zones.

In Cataclysm however, most zones have a continuous narrative, with nearly every single quest connected to a single chain. As such, you kind of expect the quests to actually form a story, rather than a loose collection of unrelated quests that come in a chain for no real reason. However, here's where the problem of lack of resources due to trying to make the expansion far too big comes in again. Because the original zones weren't meant to fit in an overarching plot, the subzones were rather diverse. As such, they need a lot of retooling to fit into a narrative. However, as stated before, blizzard simply didn't have the resources for that. So now, we have a narrative with incredibly high stakes... and the majority of quests ignore it. While the horde side deals with this okay, the alliance side basically amounts to “OMG, the horde is invading! Quickly, spend half your time on random assignments trying to cure a single sick kid! Also, this random archeologist needs help! No, I don't want you to deal with the giant horde outpost, I want you to completely ignore it and grab some statues instead!”

The opposite happens as well, with what should be very important events being shoved into a small subzone. For example, the player single-handedly stops an invasion by the burning legion at one point. This whole plot point comes out of nowhere, takes two quests, and is never mentioned again.

Despite the fact that Cataclysm was supposed to be a jumping on point for new players, there's actually a bunch of areas that expect the player to know the events from the original world of warcraft, despite never mentioning them anywhere. For example, there's no explanation of who the hell Dartol is, or why his rod was so important. The quests simply expect the player to know.

Finally, many cataclysm zones have a problem with the story just kind of petering out at a point in the story before any sort of climax can be reached. This is a result of cataclysm making leveling much easier and streamlining questing zones, as the player is now expected to simply do all quests in a zone before moving on to the next. As such, each zone has a very strict limit on the number of quests. Couple this with leveling having become much easier, and each zone still covering about as wide a level range as the original, this number of quests becomes even more limited. Simply put, there aren't enough available slots to tell a full high-impact story, unless you completely focus every single quest on it, requiring a very thorough overhaul (and thus more of the unavailable time and resources). The alliance quests again suffer from this, with the story randomly ending after you've freed a group of enslaved furbolg, but before the night elves can push the advantage and retake silverwind refuge.

Stonetalon Mountains
Type: Unpolished zone/unfinished zone

The Original Zone: Stonetalon was one of the those zones in vanilla that lacked any semblance of a greater plot. The player just did a string of random odd jobs for random people, with no real focus on any particular development.

What should have changed: As far as I know, nothing of importance has happened in Stonetalon between Vanilla and Cataclysm, so the zone should pretty much be the same.

What has changed: Everything. Like I said before, it is a very unfortunate coincidence that the zones that needed the least story updates needed the most game updates. It is especially unfortunate in the case of Stonetalon, since the updated zone is absolutely terrible.

Most of that has to do with the main story, which revolves around a goblin-built super-bomb. Initially built for use in Ashenvale, the alliance player halted that plan, causing it to be diverted to stonetalon instead. Here, the horde and the alliance have a number of brief tugs-of-war, surrounding the main plot of the bomb. In windshear crag, the horde player gets drafted by Overlord Krom'gar, gaining the rank of grunt in an admittedly clever rank mechanism. Meanwhile, the alliance player gets orders through a German-accented gnome on the radio, because if you can't make sense, you might as well make your setting look stupid while you're at it.

After enduring a few terrible jokes, silliness that degrades the setting rather than enriching the play experience and shout-outs where the entire 'joke' apparently revolves around a subject existing and being present in a different setting, the horde player upgrades the goblin bomb with some special ore, making it even more powerful and sending it towards the night elf outpost. The alliance player, having endured the same thing with the added 'benefit' of that damn radio gnome, manages to damage but not destroy the bomb in another quest that relies on being silly to justify it making no sense (specifically, the reason we don't fully destroy the balloon is because we're attacking the “power coupling”. Apparently, gas-powered balloons are powered by electricity now. Also, our character suffered brain damage, as that is the only reason I can think of why you're attacking a thick piece of metal, rather than destroying the balloon, cutting the cable connecting the bomb to the balloon or cutting the wires that connect the balloon basket to the balloon). After the alliance player damages the balloon, it gets redirected to be deployed further up the mountain range.

Up till now, the questline has been extremely stupid due to its forced attempts at humor superseding the warcraft setting. However, its stupidity was not extraordinary by cataclysm standards. This is the point where that changes.

First of all, let's go from the perspective of the alliance player. In the second questing hub, a goblin fueling station called the sludgewerks, the alliance player discovers a log book that shows that the Krom'gar forces are planning to bomb Thal'darah Grove, a school for young druids located near the peak of the mountain range. To stop this, the alliance player gets sent to Master Thal'darah at Thal'darah Overlook, an alliance outpost. However, the player is too late. He only manages to safe a handful of students before the entire grove is annihilated by the bomb. Three obvious problems:

1) Why is there a school for druids located in the stonetalon mountains? Moonglade is supposed to be where all new druids are taught, so having a school anywhere else seems like a pretty big breach of canon. If the school was in ashenvale, darkshore, mount hyjal or Teldrassil, I could still accept it, but the school is built right at what would have been the border of night elf territory, which seems like the dumbest possible location, as it's out of reach for new students, and the night elves are unable to defend it.

2) Master Thal'darah. According to lore, most, if not all, druids are members of the Cenarion Circle, an organization that has distanced itself from the alliance and remains neutral even during the events of Cataclysm. As such, all druidic schools belong to the circle (the horde questline confirms that this also goes for Thal'darah). As the name of Master Thal'darah suggests, he is the head of the Thal'darah Grove, and is therefore currently a high-ranking officer in the neutral cenarion circle. However, like his name also suggests, he is the head of Thal'darah Overlook, an alliance stronghold actively fighting the horde. As such, Master Thal'darah is a high-ranking alliance officer. Obvious question: How the bloody hell are you staying neutral and acting as an alliance officer at the exact same time? (And yes, the same thing extends to Malfurion, though we'll address that later)

3) The horde, in a pre-planned attack authorized by an overlord that answers directly to Garrosh, destroyed a school for druids, killing all the students contained within. How the hell doesn't this count as an act of war against the cenarion circle?

The horde version has it worse however. After doing stupid quests in the sludgeworks, the horde player goes to Cliffwalker Post, a tauren village. Here, they encounter General Grebo, the second-in-command of Overlord Krom'gar. Grebo claims that the tauren (especially high chieftain Cliffwalker) are seeking to commit treason against the horde, because they claim that the druids of Thal'darah Grove aren't secretly storing WMDs. Grebo isn't trusting the cliffwalker inspectors, and is instead planning to launch a first strike attack again Thal'darah Grove to prevent them from using the WMDs on the horde forces.

Okay, first of all, that commentary on the iraq war is terribly out of place in world of warcraft. The pop culture references were already stupid, but this is just... just no. Second, why is the leader of the cliffwalkers called a high chieftain? The title of high chieftain is reserved for the chieftain of the united tauren tribes, individual tribes simply have chieftains. Third, how is claiming that intelligence is wrong “seeking to commit treason”? I can understand (though definitely not agree) the “treason” part, but I'm having real trouble with the “seeking to commit” part. Nowhere does it seem like he thinks the tauren are actually planning to stop him, and the only events that he ever mentions (claiming his intelligence is wrong, sending a scout to double-check whether the night elves have WMDs) took place before he makes the claim.

The general is allowing the high chieftain some time to gather evidence, as the chieftain has sent his son to obtain proof that the night elves don't have WMDs (how exactly do you obtain proof that something doesn't exist?). However, when the son doesn't call back in, the high chieftain asks the player to go Thal'darah grove and look what happened. There, the player finds the dead tauren, clutching the insignia of General Grebo!

Dun-dun-du...wait. How exactly did General Grebo manage to slip away from the tauren village and into the grove without being seen by anyone? And, considering he's a general, why would he even do this himself? Also, if he took this huge risk to prevent the high chieftain from obtaining proof (seriously, how do you get proof of non-existance?), why didn't he bother retrieving his insignia? In unrelated news, there is a pretty big lore error when High Chieftain Cliffwalker claims that the tauren have studied druidism in the grove for as long as he could remember, unless his memory only goes back ten years.

High Chieftain Cliffwalker confronts Grebo over the insignia, and the latter attacks, with the tauren and the player cooperating to kill him and his personal guards. At this point, the questline turns even dumber, as well as becoming slightly incomprehensible. High Chieftain Cliffwalker has a bit of a panic reaction, thinking that now the horde will surely kill him for treason. Initially, I was ready to call this out as another bit of idiocy, since there are no surviving witnesses, we are close to a war zone and the player is the most trusted and highest-ranking remaining officer of the overlord. However, mr. Cliffwalker probably isn't used to crafting alibis for murder, so his initial panic reaction is understandable.

not that I'm used to crafting alibis for murder or anything >.>

However, here is where things get confusing. I'll give the events first, then the commentary. The high chieftain sends the player to go explain the situation to Overlord Krom'gar. Krom'gar somehow comes to the conclusion that this means that the tauren betrayed the horde, and travels to cliffwalker post, killing everyone but the high chieftain by the time the player arrives. Krom'gar also drops the bomb on Thal'darah Grove. At this exact moment, Garrosh arrives, gives a speech about how he learned honor and the ways of the horde from Saurfang in Northrend, and kicks Krom'gar off the mesa. Garrosh is planning to do the same to the player, but high chieftain cliffwalker says that the player was helping him out. Instead, Garrosh strips the player of his rank and friendly asks him to go help out in Desolace or the Southern Barrens.

Okay, now for the commentary. My first point is that I'm not exactly sure what's going on with Overlord Krom'gar and his destruction of Cliffwalker Post. The most likely explanation is that Krom'gar and Grebo were in some sort of weird conspiracy to destroy both Thal'darah Grove and the Cliffwalker tauren. When Grebo's plot was uncovered, Krom'gar then used his death as an excuse to execute the plan anyway. However, we're never given any explanation for why Krom'gar and Grebo want to destroy Thal'darah Grove instead of Thal'darah Overlook, which they told the player the bomb was intended for and a highly important strategic location.

In addition, Krom'gar's dialogue doesn't fit this at all. Instead, his dialogue suggests that the only information the player character gave to him was that the tauren killed General Grebo, which actually makes him striking back against the tribe rather reasonable. Hell, when Krom'gar tells the player that he's going over to Cliffwalker Post to kill the tauren, there is no dialogue or any sign that the player is trying to protest. Making any character stupid to justify your plot is questionable. Forcing the player into a role of stupidity so great it makes Garrosh look like a rocket scientist? That's just dumb.

Speaking of Garrosh, where the hell did he suddenly come from? And why? We're never given any explanation of why exactly the warchief of the horde suddenly decides to open a portal to a random tauren village. Or does Garrosh have the natural ability to sense plot developments?

Garrosh is also acting completely out of character. He's actually in possession of both brain and ethics here, having learned from his mistakes and condemning the mass murder of innocents. It's rather sad that this is something I have to condemn as out-of-character for Thrall's successor, but it's the truth. Garrosh does not care about the killing of innocents, nor does he care about using super-weapons against civilian populations. Hell, he ordered both on several occasions throughout this expansion.

Furthermore, why is the player stripped of his rank? I guess that we need to return to the status quo, but it makes no sense in-universe. Garrosh mentions that the player's rank is moot because Krom'gar's army has been dissolved, but that makes no sense either. The war in stonetalon is still going on, and Garrosh still wants Stonetalon conquered. Garrosh knows that the player is trustworthy, because the high chieftain is vouching for him. So shouldn't the obvious solution be for the player to get Krom'gar's position? Sure, that doesn't work from a gameplay perspective, but that's why we should have never gotten into this position to begin with. If the only logical outcome of a series of events is one you can't do for gameplay reasons, change the series of events. Have the bomb dropped on Thal'darah Overlook, meaning stonetalon mountain has been conquered, and have Garrosh only get angry over the deaths of the Cliffwalker tauren.

As an aside, cataclysm has some really terrible voice acting (also inconsistent voice acting, but we'll cover that when we do Uldum or the undead starter zones), which really shows in this series of quests. I just don't understand what Krom'gar's voice actor was trying/told to do here. No wait, I do understand. He's trying to sound like a weaselly villain. He's trying way, way, way too hard to sound like a weaselly villain, to the point where the guys who voice villains in Saturday morning cartoons are telling him to tone it down a notch. Just to be nice though, I'll say that the voice acting for Garrosh is pretty good, as it's always been. It's one of the few positive things I can say about the character.

Now, one thing that will explain a lot of the seeming inconsistencies in cataclysm is that the expansion was made over a rather long period of time. If I remember my blue posts right, the zone reboot was already being worked on before Wrath of the Lich King was even out. As always happens when you have a long period of time to work on a story, you go through multiple drafts, adding new elements that you just thought up or removing elements that didn't work. However, because cataclysm was released in an unfinished state, there's a good chance that some elements of earlier drafts are still present. I'm thinking that Stonetalon Mountains is also from one of these earlier drafts, before it was decided that Garrosh was going to be a two-dimensional genocidal idiot. Possibly, it's also the same draft as Durotar, which had the alliance as the aggressors in the war, as that would fit with Garrosh being portrayed righteously and the alliance committing somewhat darker deeds, like teaming up with the grimtotem.

Now, we've covered the main story and you can probably see why I call this “unpolished”. The main story doesn't work but can be salvaged with a bit of effort. However, why did I also call this zone “unfinished”? Well, that is because there are several areas that were obviously intended to be more developed or have more quests. The most notable example is Farwatcher's Glen, a night elf town populated mostly by worgen that only has four quests that don't lead anywhere before the player is sent to an entirely different zone. However, the biggest example is Sun Rock Retreat, the main quest hub for the horde back in vanilla, which isn't visited during the questline at all and had all of its old quest-givers removed from the game without any in-universe justification (I guess it was too much effort to just remove the quests and leave the people). Aside from these two, there's tons of little signs that the zone isn't being used to its full planned capacity though.

On a final note: Does Garrosh really need to keep trying to kill the horde player? This is two zones in a row! That's not counting the time in Borean Tundra where he almost killed the player through suicidally stupid orders. Or the time his choice in officers nearly led to the player's death. Or the many times we haven't even covered yet. Man, blizzard really wants horde players to hate the character. You'd think that getting the player killed because of deep personal incompetence once would be enough.



Anyway, that was it for today. Sorry for the month-long wait, I'll try to keep the next one shorter.

Monday, 8 April 2013

World of Warcraft - Cataclysm - premise


Okay, Cataclysm time. Today's subject: The premise.

The Cataclysm
I'll admit, the premise of Cataclysm really confuses me. From what everyone tells me, the idea is that Deathwing emerged from his hiding place in Deepholm. From there, the explanations start to vary.

Explanation one is that the very act breaking through caused The Shattering, doing massive damage to the world by breaking the world pillar. This one is supported by most in-game sources.

The problem with this one is that at least some of the damage was already done before Deathwing emerged. In particular, the cataclysm pre-game event, “Elemental Unrest”, indicated that the elementals of Azeroth were already going nuts several months before Deathwing emerged, with frequent earthquakes and invasions by elementals. It makes no sense for them to be going crazy before Deathwing shattered the world pillar. I could buy some sort of prophetic vision of the future, but then why wouldn't the elemental spirits pass that along to the shamans?

Plus, the entire idea of the world pillar is stupid. The concept is that the barrier between Azeroth and the elemental realm is somehow resting upon a titan-created pillar located in Deepholm. Except, why would that thing exist? We know that the elemental planes and Azeroth were already separate and that the elementals were already bound to their native realms before the titans came. So what is this pillar supposed to do that's so important you add a massive weak point to Azeroth? And why is the pillar located in Deepholm? We know the elementals were fighting constant, massive wars after they were first imprisoned. Wouldn't you want to keep it in a more secure location than that? Like, say, a massive cloaked titan city guarded by four god-like beings and a race of stone cat-people that you're also using to house your planet-extinguishing super-weapon? Just sayin'.

Also, if causing the cataclysm was as easy as breaking a single pillar, why didn't deathwing ever do so before? We know he regularly visited Deepholm back when he was still Neltharion, so it's not like the world pillar was out of his reach or anything. Had he destroyed the pillar anywhere between ten thousand and ten years ago, the shamans of the world would be too disorganized to stop him.

Explanation two is that, after breaking through to Azeroth, Deathwing simply started flying around, destroying stuff. This one is confirmed for at least a number of the zones, like Kezan, the Badlands and Stormwind. While there is still the problem with several events having occurred before the cataclysm, another problem with that is that Deathwing simply doesn't have the power to do that for some of the other destruction (even some of the destruction that's confirmed to be caused directly by him). He got his ass kicked by mortal mages from the Kirin Tor by the end of the second war. He's powerful, sure, but he's not a worldbreaker. If he had that power, he would have used it ages ago.

To be fair though, it's been stated that Deathwing's power has been increased. However, that doesn't make sense either. The idea is that Yogg-saron and C'thun, being unchained, have increased his power. However, C'thun has been unchained since, at the very least, the first scarab war. More likely is that he was never chained to begin with, since the titans thought he was dead. If he was gonna empower Deathwing, he would have done so a long time ago. Yogg-saron has also been free for quite a bit, though we don't know how long (so he could have been freed at some point between day of the dragon and WotLK). However, we've destroyed his form and reactivated his keepers. There's no way he's still sending power to ol' Fluffywing.

What makes it more confusing is that everyone in-universe seems to treat the cataclysm like a singular event, despite the fact that even the changes that are actually explained have vastly different causes, some of which took place over long periods, others which were caused by singular events that couldn't have taken place simultaneously. Hell, in some areas the cataclysm is actually still going on, with parts of Vashj'ir rising to the surface and Darkshore being torn apart by a massive tornado.

Of course, I'm ignoring the blatantly obvious here: The reason the premise doesn't work is that it wasn't the original premise. Remember that dreadful, dreadful last arc of the World of warcraft comic? That arc revolved around a particular prophecy, recovered from a random cave in outland:

"When the child of the three realms becomes as light, the ancient power will be released. The earth will tremble, the seas will rise up in answer, and all will be madness. A new day will dawn, bringing with it chaos or peace..."

The chaos part got elaborated on a bit later, explaining that it would mean the barrier between the elemental realm and Azeroth would start to dissolve. Now, is all of this starting to sound familiar?

So it's pretty clear that the cataclysm was intended to be a result of the events from the comic. However, no connection between the two is ever seen in-game, and none of the events are even alluded to. Hell, some events from the comic even seem to be contradicted, with cho'gall walking around all fine and dandy in the game despite being at the receiving end of the full power of an atiesh-wielding mary sue in the comic.

On the other hand, basing an entire expansion around something as stupid as that comic would certainly rub me the wrong way too. It's certainly a good thing that Blizzard recognized legitimate fan outrage and altered their plans (lets hope the same happens for the elune/naaru thing). Making the comic a full-on tie-in like it was for WotLK would not be a good idea, for the sole reason that it'd get people to look up the comic. However, I still would have preferred a solution that made actual sense.

Elementals
Another issue present here is that we simply don't have all the relevant information to make sense of the backstory for this expansion. Elementals are a good example of this. I'm gonna give you four short bits of lore:

1) When the world was young, it was dominated by elementals, who were servants of the malefic old gods. When the titans came, they were disturbed by the old gods' penchant for evil, and waged war against them and their elemental servants. Eventually, the titans won, and they shattered the citadels of the old gods, killing or imprisoning them. Without the power of the old gods to sustain them, the elementals were banished back to their native realms, where they waged eternal war. However, over the years, a number of elementals have managed to enter Azeroth, bringing their war to the mortal realm.

2) It is the way of the shaman to communicate with the five great elemental spirits: fire, earth, water, air and the wilds. Each world has these five spirits, guiding its natural processes. When there is a drought, the shaman can call upon the spirit of water to provide rain. When there is hunger, the shaman can call upon the spirit of the wilds to sacrifice living creatures to provide food. However, these gifts are not to be taken lightly. The bond with the spirits is one of respect and moderation. Do not call for what you do not need and do not call without respect, for the spirits may not answer your calls for a very long time. However, strengthen your bond, and you may even call upon true representations of the spirits in the form of elementals.

3) On the world of Azeroth, it is important to properly respect nature, for if you don't, nature may just take its revenge. From befouled lakes, defiled earth and destroyed forest rise powerful creatures, restless by the destruction of their homelands. However, it is not just mortals that may give rise to these elementals. Natural disasters can also disturb the land, causing such creatures to rise.

4) In rare locations throughout the world, one may find locations of exceptional elemental power. Even with no gate to the elemental plane or outside disruptions, elementals spawn in these locations, bound to these sacred spots.

Now, we know that these four things are somehow related, since they all involve elementals and we've seen some crossover between them. However, their exact connection has never been made clear. Previously, that was fine. The elementals were a pretty minor element of the setting, and it was always assumed we'd get an explanation later.

However, now we've got an expansion where the elementals take center stage. Two of the raid bosses are elemental lords, the main good guys are shamans and all of the elemental realms play major roles in the events of the expansion. And yet, we're still not given any new background information. We're just supposed to accept shamanism is connected to everything that's been going on, but it's never explained how. What is twilight magic, and how is it connected to shamanism? Why is a shaman able to substitute a black dragon in certain magical rituals? What is the difference between binding an elemental through elementium cages and bracers of binding? Why are elementals that appear from disturbed ground wearing bracers of binding? How are giants and elementals related? If there are five elemental spirits, why are there only four elemental lords? What came first; elemental spirit or elemental lord, and who or what created one from the other? If the elemental spirits represent the planet, how can they be connected to the elemental lords that are native to another realm? And why can they still be called upon in the elemental plane? Why does the original well of eternity serve as a gateway to the realm of earth? What position does the tauren belief the earthmother have in relation to the elemental spirits?

I can understand keeping a few things vague in order to keep the setting somewhat mysterious. However, it's really not too much to ask for at least some basic background for the story you're telling.

Actually, that seems to be a recurring theme for cataclysm. Despite the fact that the content for the expansion takes place across the entire planet, we barely get any new background details at all. It is by a very, very long shot the expansion that added the least amount of backstory. I'll probably go more into detail about the lack of detail in upcoming parts that take a closer look at specific zones.

War
Of course, we've only covered half the premise. There's another important story: The horde and the alliance go to war! Ugh, I still can't believe they go with that plot. Apparently, all the alliance leaders just up and drop their own quests for peace when king Paranoid tells them that orcs were mind-controlling the forsaken into killing their own men to somehow gain a victory against the alliance by killing as much horde as alliance soldiers. Seriously, at the very least Jaina should have left the alliance. She isn't going to follow that windbag Varian....

What do you mean, Varian isn't behind the war? I played Wrath of the Lich King. He was the one that declared war, ruining six full years of peace negotiations. And the alliance and horde are pretty clearly still at war. There's been no mention of any change in the game and...

Varian stopped the war? When did that happen? Also, who restarted it?

Garrosh!?! That's just crazy, imaginary voice in my head. I mean, sure, Garrosh was kept in a position of power after doing terrible things last expansion, but even Thrall wouldn't be stupid enough to let him restart the war. I mean...

Did you just say that Thrall made Garrosh warchief? But.... but... but...

No...

You're kidding...

That's.... what.... No...

I'm sorry. I can't do this. Clearly, I'm in a coma and cataclysm is just a delusion. And if I'm having delusions, I'd rather go talk about something else.

Let's see.... Digimon! Now I loved the first digimon show. Still do actually. Sure, the animation was terrible and there were some really annoying deus ex machinas (most notably the digivices developing new powers as the plot demanded), but...

The voices in my head have just informed me that I'm not delusional and should return to talking about Cataclysm. Darn.

Okay, so Garrosh becomes warchief. How did that happen? Well, apparently, there were numerous massive story events that happened completely off-screen, one of which was Garrosh becoming slightly more likable for a bit, being promoted to warchief when Thrall left for shaman reasons, after which Garrosh returned to his stupid, aggressive self. From a narrative perspective, this is just pure insanity. Garrosh has spent an entire expansion screwing up in every possible way, always in front of either Thrall or an adviser to Thrall. Having him promoted to warchief without any in-game explanation after that is just ridiculous.

And that is another one of the great mistakes of Cataclysm. The entire plot absolutely depends on you having read just about every single warcraft material that had ever come out. From the novels, to the short stories on the site to, in some cases, promotional material. Almost no exposition is ever given in-game. Remember the good old days, when warcraft games came with manuals that explained the relevant tie-ins? Yeah, those are over.

Honestly, with the sheer amount of content that's skipped over in-game, you could easily fill an entire expansion, probably one much better than cataclysm. It would have at least ensured there to be some measure of continuity, because that's almost completely absent from Cata. Almost none of the consequences of the events in the expanded universe are fully implemented.

Too Much
Which brings us to the final premise problem we'll discuss today: Blizzard bit off more than they could chew. Was the idea of integrating the entire world in the original WoW already questionable, this is just madness. You can't redo the entire world in a single expansion, let alone redo the entire world and still add tons of new content. You simply don't have the resources.

As a result, none of the story ideas for cataclysm were fully developed, resulting in incredibly shoddy story-telling (Garrosh becoming warchief), plot developments that get dropped halfway through the expansion without another word (grimtotem tauren becoming allies of the alliance), other plot developments coming out of nowhere despite the fact that they should have become important much earlier (Al'akir joining forces with Deathwing), massive inconsistencies across the board (the alliance killing a character for helping the horde, the horde killing the very same character for leading a war against them), massive events being brought up and resolved off-handedly (the new legion invasion in Ashenvale), entire zones that resolve around plot elements that should no longer exist (searing gorge, eastern plaguelands, dustwallow marsh) and just general incompetence (arathi highlands).

When I call Cataclysm half-finished, I mean it literally. WotLK had obvious missing content as well, but the vast majority of content was implemented and polished before release. For cataclysm, this isn't the case. Take the zones for example. Cataclysm zones can be divided into four categories, depending on how much of them has been finished.
  • Finished Zones
    In some very rare cases, the zones have actually not only been finished, but have also been refined and tested. It doesn't have to mean that the zone is good (most still exhibit other cataclysm-related problems), but it does mean the zone actually appears to have been made by professionals. Examples of this are the goblin starting zones, darkshore and silverpine forest.
  • Unpolished zones
    For the majority of new zones and a few old zones, the content has been either finished or mostly finished. However, they didn't go through the review phase. No one double checked for incredibly blatant plot holes, superfluous elements, fluent story-telling or general bugs. Good examples here are Mount Hyjal, Deepholm, Swamp of Sorrows and the first half of the worgen starting experience
  • Unfinished zones
    These are zones that haven't even gotten to the review phase yet, still needing extra content to fully fill the zone out. Either portions of the original quests are left in in places where they don't make any sense, or there are areas that were obviously intended to have larger story-lines but don't. The degree to which zones are unfinished can vary heavily. At the mostly done end of the scale there are Vashj'ir and Stonetalon Mountains, while at the barely started end of the scale, you can find Ashenvale and Durotar.
  • Unwritten zones
    Most of the redone zones sadly fall under this category. Normally, a zone starts with a few ideas, which lead to a concept, which includes the basic visual style for the zone and main story-line(s). The concept then gets implemented and expanded, expanding details or adding new ideas. Then, the zone gets reviewed, fixing mistakes, adding more consistency to the story and removing bugs along the way. The other categories have the zones fall short in later parts. Here, it fails at the beginning: The zone simply doesn't have a fully developed concept.
    In most cases though, this doesn't mean that the zone is left untouched. The designers simply started to implement various unrelated ideas. The best example of this is Tirisfal Glades. By all means, the entire zone should have been revamped since most of its quests involved fighting the scarlet crusade and the scourge, factions that should no longer exist, at least not in the state they were in the original world of warcraft. However, the majority of the quests is actually updated in some way, just not in a way that addresses the changes that should have happened to the area.
    For other zones, the ideas implemented were a lot less extensive though. Teldrassil only had one tiny little series of quests added that would serve as a handwave as for why all the corrupted elements of the tree were still around after the entire emerald nightmare plot had been resolved in a novel.

Next time, we're going to be looking at a couple of updated zones in particular.

Thursday, 28 March 2013

World of Warcraft - Cataclysm - lead-up



Today is the one-year anniversary of this blog. It is also the day we start talking about Cataclysm.

The reason I started this blog in the first place was so that I could eventually talk about Cataclysm. I wanted to show where each of the problems of this franchise started, and how eventually having a product this bad was inevitable. So, where to start?

Well, let's start at the beginning. Originally, blizzard was a minor gaming company by the name of Silicon & Synapse, who did a lot of platform ports, as well as producing a few games of their own. To be honest, I never played the earliest games, mostly because I hadn't actually been born at the time, and if I were able to find them now, there's a good chance I wouldn't get them to work on my computer.

The first game that's important though, I did play: Warcraft: Orcs & Humans. Originally, the plan was to obtain the warhammer license and make a warhammer game. However, due to bad experiences with the DC license (for Justice League – Task Force & The Death and Return of Superman), they instead decided to make a universe of their own.

That's not to say the new universe was original. Really, most fantasy is just rehashing the same world over and over again. In this case, there were two particularly big influences: Warhammer and Dungeons & Dragons. Art for the game was done in the ridiculously buff style that was popular in the 90s, though Lead Designer Ron Millar insisted on using bold, bright colors, rather than the more realistic coloring that was popular at the time. I can safely say that this was a very good choice, and was the start of warcraft's more cartoony visuals.

In addition to Ron Millar, there's two more artists that are important here: Sam Didier and Chris Metzen, who still do work for blizzard to this very day. Chris Metzen is particularly important, as he also started to cover story duties for Warcraft II. After that, his importance only increased, helping think up the diablo and starcraft universes. Say what you will, but Metzen wrote some damn good stuff.

Unfortunately, no writer is perfect. From what I can tell, one of Metzen's weaknesses is that he doesn't really care for continuity other than in very broad strokes. And I do mean very, very broad strokes. As such, it is often changed around to fit a story idea, rather than the other way around. Warcraft 2, while much better at continuity than most warcraft products, already showed signs of this, with the war over Azeroth (now known as the first war) lasting five years rather than fifteen, the orc offensive against Stormwind being held off by the local defenders rather than slaughtering the defenders before being driven off by knights, the losing orcs being forced to retreat to the swamps rather than the dark portal, etc.

Now, these are all very minor things. With the possible exception of the year thing, I wouldn't mention them in a review. However, they're notable in that they were deliberate retcons that didn't really have an effect on the story. They're just there to emphasize certain bits in the backstory. The role of the shadow council in the horde is more important in this game, so they now had a veil over the swamps. The greater physical strength of the orcs is deemphasized, so now the defenders of Stormwind were able to fight off the orc attack without the help of knights. The war was shortened so Anduin Lothar could have been a commander from the beginning of the war and still be young enough to lead armies into battle. At least, that's my guesses for the reasons for the retcons, because frankly it's hard to think of any. Sure, the retcons themselves were absolutely minimal, but the reasons for them were even smaller.

In warcraft 3 this became even more apparent. Now I love warcraft 3. It's one of my favorite games. But the amount of changes that are made to established warcraft lore, often with no apparent reason, is just silly. For a random example, let's pick the changes to the map. Was it really necessary for alterac to be moved to the other side of the alterac mountains? For dwarven gryphon riders to be from a place called Aerie Peak rather than Northeron? For there to be a massive island in the middle of Lordamere Lake? For Stratholme to be located in the northern part of Lordaeron rather than the eastern part? For Stratholme to no longer border the lake with Cael Darrow?

But they'd have to be deliberate changes, wouldn't they? I mean, it's not that hard to pull out the old warcraft 2 map and draw something similar. And yet I can't think of any story reason this had to be changed. Did the old map just not have proper feng shui or something?

But let's not forget the changes that were made for an actual reason. For example, in Warcraft 2, the capital city of Dalaran actually wasn't Dalaran, but the Violet Citadel, which was a seperate city at the time. In Warcraft 3, the violet citadel is suddenly located inside Dalaran. Now the out-of-reason for this is obvious: so the mages of dalaran can be defeated in one fell swoop. However, why didn't you just put a throw-away line in the manual? Here, watch (added part in italics):

Years passed as tensions abated and a lasting peace settled over Lordaeron. King Terenas and the Archbishop Alonsus Faol worked ceaselessly to rebuild the kingdom and bring aid to the remaining nations of the Alliance. The southern kingdom of Azeroth grew prosperous again and reestablished itself as a military power under King Wrynn’s visionary leadership. The mages of the Kirin Tor rebuilt their Violet Citadel at the heart of Dalaran, accepting new students from throughout the alliance. Uther the Lightbringer, the supreme commander of the Paladin Order, kept the peace in Lordaeron by settling civil disputes and quelling demi-human uprisings throughout the realm. Admiral Proudmoore, whose mighty fleets patrolled the trade lanes hunting pirates and marauders, maintained order on the high seas.

And bam! Problem solved. (Fun fact: If you look at the pre-release map for Warcraft III, you can see that the city was originally marked as Violet Citadel) In other cases, the stuff that you're retconning stuff for was a downright missed opportunity. For example, the timescale of Warcraft I and Warcraft II gets retconned again, so Grom Hellscream can have been a chieftain during the drinking of the demon blood and still be in his prime today. However, how about instead emphasizing Grom's unnatural age? How it is the direct consumption of the demon blood that allowed him to not succumb to the lethargy that overcame the orcs. How it allowed him to stay young and strong to lead his people through such a hard time. How it allowed him to see sights he could have never seen within his own lifetime. It would add a lot of motivation to his decision to drink demon blood again.

And let's not forget the random changes to the timeline. Day of the Dragon was very, very clearly meant to take place between Warcraft II:Tides of War and Warcraft II:Beyond the Dark Portal. Yet the manual for Warcraft III suddenly places the book after Beyond the Dark Portal, something which made absolutely zero sense and doesn't impact the story in any way.

Speaking of Day of the Dragon, we should not forget editing. I'm not entirely sure who was in charge of green-lighting and/or checking over the stories for the books, but I think it was also Chris Metzen. And where disregard of continuity was already a bit of a problem for writing, it was absolutely disastrous for editing. Hell, we got this famous statement out of Metzen:

Ya, the novels are pretty much considered canon, um, the funny thing is some things are less canon, we shoot for canon... typically the characters in novels are canon... “

Which is really not an attitude the supreme story guy should have. Dude, I love your stories, but you should really get someone else to be in charge of continuity. Without that, we got continuity in the books depending solely on the writer. In some cases, this worked out fine. I have to give special props to Christie Golden here, whose books were not only very enjoyable, but worked with and, as a result, enriched the universe. On the other hand, we had Richard A. Knaak, who is a pretty decent writer with good story ideas, but has absolutely no grasp of continuity, degrading the universe as a result.

And then there was the RPG... Dear god, was there an RPG. Honestly, with the sheer amount of disregard for canon that was in those things, I'm a little surprised that the other media were as good as they were. Clearly, there was no editing going on at all, except maybe some basic grammar checks. Honestly, I think it's better to just show it. I give you the first page of the first chapter of the first warcraft RPG book, with editors' notes provided by me.



And mind you, that was the very first page of the very first chapter of the very first book. It was when the writers and editors hadn't gotten bored yet. Had I done a random page from the alliance&horde compendium, or even the monster guide, we'd have ended up with an entire page in red.

Basically, what I'm getting at is that the head writer was really good at telling a new story, not using continuity, and the control over the other writers was even worse. As such, going for an MMO, which has no main story and relies on a large group of writers working on largely independent content, was probably not a good idea. Maybe if it was set in a new or largely-unexplored location, it could have worked. But including the entire world? Terrible idea.

Frankly, its a miracle that World of Warcraft turned out as well as it did. Individual quest writers got no guidance or editing. Factions vanished or lost most of their interesting characteristics. Story and themes were almost completely absent. This of course wasn't helped by the fact that the disastrous RPG was still considered canon, and the writers drew inspiration from that, resulting inconsistencies across the board.

The world also felt... off. I think it had to do with the size. Remember Warcraft III and how big a deal Durotar was for the orcs? Here, it's just small. There just isn't enough room for a zone to feel like a large area. In particular, there really isn't much of a wilderness. Every spot in the zone is used. As a result, the world feels really tiny, not helped by the quest and expanded universe writers often treating it as such. Going from one continent to another should not be treated like a minor errand.

That aspect did improve a lot in later expansions though. Draenor and Northrend have zones that genuinely feel like massive eco-systems. Unfortunately, it was these expansions that really started to show the sheer disregard for continuity going on.

For blizzard, previously established continuity, no matter how interesting or important, comes second to the present story. Any aspect of the present story, no matter how tiny. The old continuity is so unimportant we're not even going to think about it. There's no need to explain how it makes sense that Muradin escaped. We don't need to make quel'serrar's backstory fit with quel'dalar's.

The best example of this is Illidan. In warcraft III, he was intriguing and complex. He fought dirty, had hatred for those we regarded as heroes, used incredibly dark magic and even aimed to become a lord of the burning legion, yet he wasn't truly evil. However, the story of Burning Crusade required there to be a big evil overlord, so they just turned Illidan mad. Illidan could have added so much to the story, but that would have required thinking about how to fit new story ideas in with old continuity.

One example how Illidan could have been used: contrast him with the naaru. Cut out the stupid aldor/scryer stuff, and replace it with naaru/illidan. The naaru are beings of benevolence, but also of simple dichotomy. The power they wield, the light, is good. The opposite of that, the shadow, is evil. All other forms of magic are placed somewhere in-between.

Illidan and his followers embrace any sort of power. Though particular forms of magic may be harder to master, all can be used to protect and all can be corrupting. The power of fel magic in particular twice managed to do what the light never could: Kill a lord of the burning legion. Relying solely on the forms of magic considered 'good' would be a grave irresponsibility.

But no. Illidan is a big bad guy, because our story doesn't have need for interesting characters, so we'll just cut out his personality before eliminating him entirely. It's not like we're trying to build a franchise here, after all.

Wrath of the Lich King again went a step further, not even bothering to explain what exactly was retconned. We were just supposed to accept the story as it was given, and not think about how it related to the setting. Varian was king-god of the alliance because, in this story, he was king-god of the alliance. No need to explain how he got in this position or making it gel with what we know of the other nations. They're not part of our story.

Wrath of the Lich King also brought in another problem, namely, the reliance on the expanded universe. Combine that with the lack of oversight, and you end up with the last arc of the warcraft comic. Luckily, the expanded universe never got quite that bad again, but that's not to say all the books afterward were good. A bigger problem however was the fact that the in-game story absolutely relied on you having read the novels, promotional materials, comics and developer interviews. No exposition was given in-universe, or in the manual or anything.

Cataclysm is the culmination of all of these problems, as well as introducing many of its own. Continuity is thrown out the window, all opportunities it provided ignored. None of its stories make any sense in the context of warcraft lore and no attempt to bridge this gap was made. The expanded universe and promotional materials were absolutely necessary to get what was going on, even though their grasp on the warcraft universe was tenuous. The stories themselves should be huge, but couldn't be told in any way that did them justice due to the limitations of the world.

Trying to tackle cataclysm all at once would be insanity. My fingers would break before I was done typing it, and your eyes would pop out before you were done reading it. Instead, we're going to handle Cataclysm in bite-sized chunks. Leaves room for other reviews too.

I hope to see all of you guys again next year. Who knows, maybe I'll even get a third commenter!