I've mentioned a few times now that I want to take a closer look at the alliance. However, as I was writing that article, I realized I had written down a lot of stuff that had more to do with my views on general warcraft lore rather than the alliance. Since that stuff was still necessary to understand where I was coming from with several of my arguments, I decided to give it an article of its own. So, let's begin.
What
do I like about Warcraft?
Let's start with a simple, but important question: Why
do I care about warcraft? There's hundreds of fantasy universes, so
why did I choose to focus on this one? To my surprise, I was actually
able to boil down the reasons pretty well.
Reason
1: Diversity: As a setting,
the warcraft universe is INCREDIBLY
diverse. This started as early as warcraft 2, where there were no
less than 28 different factions involved (11 nations in the alliance,
7 orcish clans on Azeroth, 6 orcish clans on Draenor, the dragons of
Alexstrasza, the dragons of Deathwing, the death knights of Draenor,
the trolls and the goblins). Admittedly, these factions were not very
developed, but it wasn't really necessary. They had enough
characterization to be unique, and for players to relate and favor
certain factions.
As more warcraft products came out, the number of
factions only grew, each with unique characteristics. The
characterization for some of the new factions was also much more
extensive than that of the original 28, which meant that people could
identify much more strongly with them. You certainly see a lot more
fans of the night elves than you see fans of Stromgarde. However,
while the books offered some development for them, warcraft 3 mostly
left the original 28 factions alone, so it could focus on people who
had split off to form their own groups (Thrall, Jaina, the Lich King,
Sylvanas) or completely new factions (night elves, darkspear trolls,
tauren). The old factions were pretty much cannon fodder throughout
the campaign or were only seen as team names during victory screens.
Really, only three returning factions served as anything more than
cannon fodder: The Warsong Clan, Quel'thalas and Kul Tiras. Even
Lordaeron, which served as the stage for a large number of missions,
was really just a backdrop.
World of Warcraft tried to do something similar to
Warcraft 3, giving much more development to the new factions than to
the old. The dark iron dwarves, the many new troll tribes and the
silithid were all given extensive backstories and connections to the
previous games. However, this didn't work out as well as it did
before. Warcraft 3 had been an RTS, with each map being only a tiny
portion of the planet. If it wanted to ignore a faction, it simply
didn't put any missions within that faction's borders. However, world
of warcraft is an RPG, with a gameworld covering most of the known
landmasses of Azeroth. It can't just skip over a faction the writers
didn't properly develop.
That's not to say the writers didn't try though. Dalaran
locked itself off for no real reason, the remnants of Alterac got
wiped out off-screen, Gilneas blocked itself off with a wall, Kul
Tiras and Crestfall weren't included on the map, Stromgarde fell to
the syndicate, the hillsbrad foothills suddenly belonged to Stormwind
with no mention of what happened to Calia, the Shattered Hand,
Twilight's Hammer and Burning Blade clans stopped being clans and the
Frostwolf Clan retreated to a single battleground. Not to mention the
factions that simply vanished, like the Bleeding Hollow Clan, the
Stormreaver Clan, four of the five goblin cartels and the Shadowtooth
Tribe. There were also the groups that blizzard didn't develop, but
didn't minimize, like the gnolls, the makrura, the ogres, the
harpies, the ancients, the dryads, the troggs and the kobolds.
However,
that's not to say the diversity is gone. On the contrary, the
warcraft world has become more diverse than ever, thanks to the
expansions. These were generally a lot better at adding new cultural
elements to the world, mostly because they took place in lands that
were largely unexplored, leaving room for the writers to add new
stuff. Even Cataclysm,
which had severe problems in pretty much every regard, gave us
interesting new factions. The expansions did have a few problems of
their own in this regard though, but we'll address those at a later
point.
Reason
2: Clear backstory.
In one aspect, the warcraft universe is pretty much unique amongst
the popular fantasy franchises: It has an extensive, but easily
understood backstory, especially when it comes to ancient history. To
show what I mean, its best to compare it to some other franchises. In
lord of the
rings,
the ancient history is given in The
Silmarillion,
which makes use of such complicated language and extensive metaphors
(and things that seem like metaphors but are are actually meant
literally) that it becomes incomprehensible to many readers. In Star
Wars,
the backstory has to be puzzled together from at least a hundred
different expanded universe books, much of which contradicts each
other or the new movies and television series. For The
Elder Scrolls
I can't even properly describe the backstory, what with the probably
metaphorical home continent of the elves, humans somehow originating
from three different continents, the warp in the west, most sources
being unreliable due to being written in-universe and the
contradictory nature of the daedric gods.
The backstory of the warcraft universe on the other hand
makes use of relatively simple language, has the same physical laws
for its entire history and can be (and more importantly, has been)
explained in only a few pages. While I certainly don't dislike any of
the other settings I mentioned, this does set warcraft apart. While
it does have some hiccups, they are relatively minor and mostly
regard lore that takes place more recently (unless that one theory
about elune being a naaru and the holy light being created by the
tauren sun god is confirmed, but that's a rant for another day. Maybe
even more than one rant.).
What will I let warcraft get away with?
A big part of being a fantasy or science-fiction fan is
being able to suspend your disbelief. You need to be able to accept
all sorts of ridiculous concepts, like the laws of gravity and flying
cities co-existing or societies being stagnant for thousands of
years. More than that, you need to be able to accept some internal
inconsistencies. If there is a dozen different writers and the works
in the franchise are spread out over more than a decade, there is
bound to be some things that fall by the wayside.
That doesn't mean you have to accept everything though.
I do expect the writers to be paying some attention to what they are
doing and try to be as consistent and internally logical as possible.
Mistakes can happen, but that doesn't mean I'm happy with them.
Still, there is a few things that I'm completely willing to ignore,
most of which have to do with maintaining the diversity and the clear
backstory I mentioned above.
For example, the history of most of the warcraft
factions is extremely lackluster. It seems that most of the human
kingdoms didn't have any important events happening between their
founding and the first war, despite thousands of years having passed.
I'm completely fine with this. That's not to say that the franchise
couldn't benefit from some extensions in the backstory, but even
then, its fine to just have a couple of hundred years without major
events.
Another example is
cultural contamination. In real life, all sorts of tiny cultural bits
bleed from one nation into the nations that it has contact with.
However, to maintain both diversity and a clear backstory, it's much
better to ignore this most of the time. The gnomes and the ironforge
dwarves get to be two distinct cultures, even in towns with a mixed
population. It's actually a bad thing when cultural contamination is
handled too realistically, as it takes away from the diversity. If
human armies started to build spider-tanks and flying machines, the
gnomes would become less distinct. If the orcs started worshiping the
earthmother, the tauren would become less distinct. This can even
apply internally to cultures, like blood elf magisters learning
ranger tricks, or night elf druids learning to channel the power of
the moon (more on that later).
On the other hand,
having one race have something similar to another race can also be
interesting, as long as the two are distinct. The difference between
orcish and tauren shamanism is an obvious example of this. You have
to be careful with this though. If you have two cultures with
different views of the same spiritual being, they can't both be
right. And if one them turns out to be wrong, it would make
maintaining their culture, which has probably built up a fanbase by
now, seem stupid. If you're planning to make one race wrong, it is
best to give them only a minor cultural connection, like is the case
with the tauren and the ancient guardians.
So, now that we have
covered a few basic points, it's time to take a closer look at the
alliance. See you all next time.
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