All the World's a Stage: The new character experience in Cataclysm
All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.
As you know, the Cataclysm is going to bring major changes to the whole world of Azeroth. There will only be 5 new zones for leveling above 80 and one new zone for each new race -- the rest of the work they're doing involves changing the old zones, bringing them up to the standards of zones in The Burning Crusade and Wrath of the Lich King, adding new quests that are more appropriate to the current timeline, and completely rebuilding the areas that just didn't work so well.
You are also probably aware that this is a much-needed improvement. The 1 - 60 leveling process (except for the draenei or blood elf starting areas) has long been fraught with serious flaws. Going through it the first time wasn't so bad, since exploring everything felt so new, but doing it the third and fourth times meant sheer boredom. I remember many times going to a zone, completing many or all of the quests there, and leaving without ever feeling as though I had really "been" there. Except for a few real gems, quests mostly involved spending a lot of time running long distances in order to kill more nameless bad guys -- they felt more like pest control than adventure. Just being there seemed to remove me from the story of Azeroth, and dump me in some other world where there was nothing important happening. Vast stretches of land on the Azeroth map meant absolutely nothing to me as a roleplayer: no character, no story, no meaning.
Gaining experience
Getting to Outland, however, opened a new chapter, even if you had done the quests there before and new there was nothing new to see, they still felt like an actual "experience" of some kind. They flowed more in the manner of an actual story, and by the time you finished a zone, Hellfire Peninsula for example, you felt as though you had "been to Hellfire" and done what people do there. You didn't just deliver messages, kill a few monsters that happened to be lurking in and around nearby caves, and pick up random objects from the ground lying near yet another set of nondescript ruins -- you could exorcise a possessed comrade, make first contact with a lost orcish clan, or uncover the horrifying story behind the Path of Glory. Most of the quests involved you in the area so much that it began to feel like a real environment where things actually happened.
And of course, ever since Wrath was released, players keep coming back to the death knight starting area over and over again, partly because the phasing and storytelling were so nice, but also because it was structured so nicely -- every advancement in the quest line was a natural part of an overarching experience that had a beginning, middle and end, and nothing left you feeling as though you were doing a whole lot of running around for no real purpose. Even if you now the story by heart, you know you're progressing through something that defines your character, not just running errands.
And that is exactly what we have always hoped the rest of the world could be like. If the Cataclysm expansion lives up to our expectations, then perhaps all of Azeroth will be as engaging as Outland and Northrend have been.
Return of the Alt
Of course the whole point of making the old Azeroth new again is so that we can create new characters to enjoy it with. Many roleplayers are already altoholics -- not all of them of course, but lots of them have way too many character ideas. Often we don't like sitting in one skin for too long, and we may even have a whole troupe of characters with all manner of interconnections who interact with our guild members and friends in different ways. Often each of our guildmates has such characters too, and... well, it all gets very complicated.
I, too, started down this path some time ago, but I have since restrained myself to just a few of my favorite characters, usually spread out on multiple servers so that I can have more diverse experiences with each one of them. Until news broke of the Cataclysm, I had completely given up leveling any new character from scratch, no matter how much I wanted to roleplay them. I tried restricting my new characters to death knights, since they can skip most of the old world, but that has also limited my creativity somewhat.
But now that is about to change. Not only will I be eager to try out new goblin and worgen characters, but I wouldn't be surprised if I ended up trying some other combination as well. Undoubtedly that is one of Blizzard's main motivations behind the new races, the new class combinations, and the revamp of Azeroth as a whole -- they want the process of going from 1 to the level cap to be one we can enjoy many times over.
Alt epidemic threat level: Orange
However, some might argue that roleplayers generally have too many characters already, and adding more is only going to make the roleplaying environment worse. The main problem with having lots of alts is that it can be so hard to keep track of them all. It's easy to get confused about which alt belongs to which of your friends unless you are in a dedicated RP guild and keep current with all the latest stories going on in your group. If, like me, you've been forced to take breaks for a while, it can be very disorienting to come back to your old guild and not recognize many of the new names there, because old friends have gone and made new characters while you were away. With all the new characters people will be making when Cataclysm comes around, roleplayers will have to pay close attention to avoid getting confused.
Another downside to having so many characters is that it's hard to find time to give them all the time they may deserve. I know from experience how starting even just one new character makes it easy to neglect the old ones, and for roleplayers that can mean neglecting all the relationships those characters have developed as well. Once a character is gone for too long, it's not easy to bring him or her back into the roleplayers' milieu once again -- you get a feeling that everyone around you has moved on, while this character has remained stagnant. You may try to think of reasons to explain their long absence, but often these feel rather flat, more like excuses than actual stories.
On the other hand, maybe this tendency to drift from character to character rather than try to maintain many alts is a good one; in fiction, after all, character's stories have beginnings, middles, and ends. Perhaps the characters we roleplay should go through these stages as well, so that we keep things fresh for ourselves.
Whatever we do, the question of new characters, whether they are alts or new mains, is one that will affect roleplayers now more than ever. Cataclysm will surely shake up the roleplaying world as much as it does everything else. We must choose which new characters to conjure up, which ones to kill off in a blaze of glory, and which ones to simply ignore as they fade away from memory, lost to the clouds of time.
All the World's a Stage is your source for RP ideas, research, and ironical situations: David has realized that much of his 36-part series on each race, class, and profession will have to be rewritten to suit the new race and class combinations that have not been available up to now.
As you know, the Cataclysm is going to bring major changes to the whole world of Azeroth. There will only be 5 new zones for leveling above 80 and one new zone for each new race -- the rest of the work they're doing involves changing the old zones, bringing them up to the standards of zones in The Burning Crusade and Wrath of the Lich King, adding new quests that are more appropriate to the current timeline, and completely rebuilding the areas that just didn't work so well.
You are also probably aware that this is a much-needed improvement. The 1 - 60 leveling process (except for the draenei or blood elf starting areas) has long been fraught with serious flaws. Going through it the first time wasn't so bad, since exploring everything felt so new, but doing it the third and fourth times meant sheer boredom. I remember many times going to a zone, completing many or all of the quests there, and leaving without ever feeling as though I had really "been" there. Except for a few real gems, quests mostly involved spending a lot of time running long distances in order to kill more nameless bad guys -- they felt more like pest control than adventure. Just being there seemed to remove me from the story of Azeroth, and dump me in some other world where there was nothing important happening. Vast stretches of land on the Azeroth map meant absolutely nothing to me as a roleplayer: no character, no story, no meaning.
Gaining experience
Getting to Outland, however, opened a new chapter, even if you had done the quests there before and new there was nothing new to see, they still felt like an actual "experience" of some kind. They flowed more in the manner of an actual story, and by the time you finished a zone, Hellfire Peninsula for example, you felt as though you had "been to Hellfire" and done what people do there. You didn't just deliver messages, kill a few monsters that happened to be lurking in and around nearby caves, and pick up random objects from the ground lying near yet another set of nondescript ruins -- you could exorcise a possessed comrade, make first contact with a lost orcish clan, or uncover the horrifying story behind the Path of Glory. Most of the quests involved you in the area so much that it began to feel like a real environment where things actually happened.
And of course, ever since Wrath was released, players keep coming back to the death knight starting area over and over again, partly because the phasing and storytelling were so nice, but also because it was structured so nicely -- every advancement in the quest line was a natural part of an overarching experience that had a beginning, middle and end, and nothing left you feeling as though you were doing a whole lot of running around for no real purpose. Even if you now the story by heart, you know you're progressing through something that defines your character, not just running errands.
And that is exactly what we have always hoped the rest of the world could be like. If the Cataclysm expansion lives up to our expectations, then perhaps all of Azeroth will be as engaging as Outland and Northrend have been.
Return of the Alt
Of course the whole point of making the old Azeroth new again is so that we can create new characters to enjoy it with. Many roleplayers are already altoholics -- not all of them of course, but lots of them have way too many character ideas. Often we don't like sitting in one skin for too long, and we may even have a whole troupe of characters with all manner of interconnections who interact with our guild members and friends in different ways. Often each of our guildmates has such characters too, and... well, it all gets very complicated.
I, too, started down this path some time ago, but I have since restrained myself to just a few of my favorite characters, usually spread out on multiple servers so that I can have more diverse experiences with each one of them. Until news broke of the Cataclysm, I had completely given up leveling any new character from scratch, no matter how much I wanted to roleplay them. I tried restricting my new characters to death knights, since they can skip most of the old world, but that has also limited my creativity somewhat.
But now that is about to change. Not only will I be eager to try out new goblin and worgen characters, but I wouldn't be surprised if I ended up trying some other combination as well. Undoubtedly that is one of Blizzard's main motivations behind the new races, the new class combinations, and the revamp of Azeroth as a whole -- they want the process of going from 1 to the level cap to be one we can enjoy many times over.
Alt epidemic threat level: Orange
However, some might argue that roleplayers generally have too many characters already, and adding more is only going to make the roleplaying environment worse. The main problem with having lots of alts is that it can be so hard to keep track of them all. It's easy to get confused about which alt belongs to which of your friends unless you are in a dedicated RP guild and keep current with all the latest stories going on in your group. If, like me, you've been forced to take breaks for a while, it can be very disorienting to come back to your old guild and not recognize many of the new names there, because old friends have gone and made new characters while you were away. With all the new characters people will be making when Cataclysm comes around, roleplayers will have to pay close attention to avoid getting confused.
Another downside to having so many characters is that it's hard to find time to give them all the time they may deserve. I know from experience how starting even just one new character makes it easy to neglect the old ones, and for roleplayers that can mean neglecting all the relationships those characters have developed as well. Once a character is gone for too long, it's not easy to bring him or her back into the roleplayers' milieu once again -- you get a feeling that everyone around you has moved on, while this character has remained stagnant. You may try to think of reasons to explain their long absence, but often these feel rather flat, more like excuses than actual stories.
On the other hand, maybe this tendency to drift from character to character rather than try to maintain many alts is a good one; in fiction, after all, character's stories have beginnings, middles, and ends. Perhaps the characters we roleplay should go through these stages as well, so that we keep things fresh for ourselves.
Whatever we do, the question of new characters, whether they are alts or new mains, is one that will affect roleplayers now more than ever. Cataclysm will surely shake up the roleplaying world as much as it does everything else. We must choose which new characters to conjure up, which ones to kill off in a blaze of glory, and which ones to simply ignore as they fade away from memory, lost to the clouds of time.
Filed under: All the World's a Stage (Roleplaying), Quests, Expansions, The Burning Crusade, Leveling, RP, Wrath of the Lich King, Cataclysm, Alts







Reader Comments (Page 1 of 2)
Hampster Aug 30th 2009 6:14PM
As someone who never leveled an greenish orc or a gnome I look forward to killing two birds with one stone.
Kelashtir Aug 30th 2009 6:29PM
Don't you mean killing two birds with one massive explosion?
Eberron Aug 30th 2009 7:04PM
"Awww it's beautiful!"
artifex Aug 30th 2009 10:54PM
My lock wishes the Arakkoa could join raids, so he could get a bird stoned.
e-girl Aug 31st 2009 5:27AM
Yea I look forward to levelling another alt
BUT
And a BIG but...
I will need another 2 Character Slots!!!!
Ive used all the available slots with leveling each class. Are they going to give us at least 2 more character slots? Anyone heard?
Moonkinmaniac Aug 30th 2009 6:15PM
Not to mention prices for lower lvls will skyrocket again like we saw on many realms after BC. Get those lower lvl blues while you can.
PeeWee Aug 30th 2009 6:53PM
Farmed SFK before BC launched. After the launch, I popped all greens and blues into the AH and made ~100 G/hour spent in the instance. Not too shabby for a lvl 60.
busuan Aug 30th 2009 6:41PM
Notice the small icon at the end of the article: Kalimdor, the new Kalimdor.
It is in Hall of Lightening.
The hint has been right in front of us all the time.
Joey Aug 30th 2009 6:55PM
I represent one of the more chronic altaholic types, the casual altaholic. My play time is limited and its spread thinly across multiple different characters. This means I never truly experience endgame, just entry level endgame across multiple toons.
I've paired this down a bit with Lich King (only three 80s!) but the urge to try something new always strikes and I find myself fumbling through a sea of low level alts. I suppose I'm convinced that I just haven't found the one race/class combo that fits me best.
While Cataclysm's "reboot" might seem to be right up this altaholic's alley, the truth is it doesn't appeal to me at all. I've now run the old level content so many times that I no longer care if they dress it up or put a new skin on the same class. The prospect of being a level 1 anything just doesn't appeal to me anymore. Sure I may roll a worgen mage to play the starting area but if I end up with a worgen as my main it will be because of a race change, not leveling.
The Death Knight draw was just too much. It was a new class with a really cool starting zone and half the grind was over. Being level 1 again just doesn't do it for me.
Nazgûl Aug 30th 2009 7:10PM
The idea is not to make it look new, but rather feel new. They are removing the grind - it will be a solid flow to the maximum level with plenty of adventures along the way.
Joey Aug 30th 2009 10:57PM
If I never have to kill an inordinate amount of X to get 10 drops of Y, if I never have to travel across ten zones to warn an NPC of terrible news (because apparently the mail system is inadequate), and if I never have to go back to kill the guy I've already killed five times while doing my previous quest, then yes I'll happily go through the new content. Otherwise it's still a grind to me (and a big one at that).
But it's unfair to pass judgement on an unreleased game. Blizzard may very well have some interesting new questing mechanics at play and phasing might remove some of the redundancy. We'll have to see.
Wither Aug 30th 2009 7:16PM
Hellfire peninsula was hell. Maybe it's just me, but I hated that zone, far too desolate, lots of collect X items with a low drop rate and it just felt like a grind, at least from a Horde perspective.
Gíant Aug 30th 2009 10:37PM
Very much so, I especially dislike Blade's Edge, Terrokar, and Shadowmoon. I enjoy Nagrand and Zangamarsh though. Burning Crusade still has quite a bit of the problems that classic does. At least they fixed the hellfire plagued meat quest someway down the line. ^^;
Gralcen Aug 30th 2009 7:20PM
SEXE GOBLIN
outlier Aug 30th 2009 7:52PM
Considering the following;
1)Heirlooms atm give 20% increase the xp gained+recruit a friend
2)Que for BGs from anywhere
3)Que for cross-server instances from anywhere (assuming it ships with launch of WOW CAT) making instances possible on every server theoretically at any time at any level.
4)The original world is re-worked, in some zones, completely so that the look and more importantly the feel is very new
5)Mounts at 20,40 and 60 respectively versus the former 40,60 and 70 I am used to.
The conclusion is that leveling up in WOW CAT will be almost like playing a completely new game. Go figure, it took World of Warcraft (Post Cat) to make a more enjoyable experience leveling than the former champion, World of Warcraft (Pre CAT). It will definitely be different than when I first leveled my priest in wow vanilla.
Alanid Aug 30th 2009 8:03PM
WTB more Character Slots!!!
livvie Aug 30th 2009 8:22PM
yes more character slots please blizz. i want to move more toons onto my server as well as roll a worgen. though i have to say i'm still not digging all the lava.
iammurlocftw Aug 31st 2009 10:40PM
lol
Helicase Aug 30th 2009 8:47PM
"they felt more like pest control than adventure"
That is just a perfect description of leveling through vanilla content. Nice.
Of course, Outland also gives you a "kill 30 of these guys" about once per zone, probably for nostalgia's sake.
Janaa Aug 30th 2009 10:02PM
For some reason, 20+ alts on, I've always found the stories in the old world quite fulfilling. Maybe the difference is that in the old world you have to READ the story, while most players just want to click through as quickly as possible and then have their QuestHelper tell them where to go; whereas in post-BC content, there's a lot more emphasis on SEEING what's happening and what effect your actions have in quests.