5 reasons you should love Mists of Pandaria
Yet a lot of what I've been reading here and there has been a general reaction of "That's it?" rather than excitement, and it seems a little odd to me. After trying to puzzle out why exactly it was odd to me that people would feel this way, I decided it really didn't have anything to do with them; it had plenty to do with me. Out of all the posts I write, you guys seem to love the tinfoil hat theories the best -- and the way I create those posts is due to the way that I look at stories and situations.
That said, there is a reason you guys should be excited about this expansion. Actually, there are several of them, but I'm only going to hit five of them. And I'm going to blow your mind with what is the biggest reason you should absolutely love what's coming up in World of Warcraft.
5. Pandaria
Most players that have been around since The Burning Crusade can recall what they felt when they first stepped through the Dark Portal. It was something akin to butterflies in the stomach, fear, and utter excitement. Where we were going was someplace new, we knew that much -- but we had no idea what to expect when we took those first few steps. Pandaria represents an Azeroth we have never, ever seen before. It is a wholly new concept, with all-new, vividly different terrain.
Cataclysm gave us a lot of new vistas with Deathwing's transformation of the world -- but at the end of the day, it was still Azeroth. Pandaria, on the other hand, presents us with someplace so completely foreign that we have no idea what to expect. And we still don't. The starting zone is a wandering island on the back of a turtle. Is that what Pandaria looks like? Nope! There were shots here and there of the different areas of the new continent, and it looks absolutely gorgeous. But there are also parts of that continent that we haven't seen yet.

Remember when the Draenei were announced as the second race for The Burning Crusade, and everyone scratched their heads and said, "What is that? Space goats? You're giving us space goats, really?" What did we get out of that experience? We got a race of alien creatures that we'd never seen before, with a story that ended up being so ultimately compelling that we were (and still are) annoyed that their story was not explored further.
Here, we have a race that was previously a tongue-in-cheek joke. Now they are not. Pandaren have been fleshed out a little here and there in the RPG books -- I've covered that before in Know Your Lore. We do know, however, that not everything in those RPG books is considered canon; they may have an entirely different history than what the RPG source books spelled out.
Beyond that, you should see the level of detail on these guys. The facial expressions are absolutely enchanting, the body movements are well constructed and fluid, and the models themselves are utterly polished. There are not any female Pandaren yet -- but that's OK. That'll come with time. If they're anywhere near the level of detail of the male Pandaren, it's going to be fantastic.

Remember once upon a time when you didn't have to think about where to put your talents, you just looked up the best spec online, plunked the points in and called it a day? Guess what? That's utterly boring. There is nothing engaging about that process whatsoever, unless the website with the cookie-cutter build also happens to have an entertaining article or two to look at while you are plunking in points.
The new system is drastically different than anything we've seen before. Choosing between talent perks is going to take thought. Are some specs going to be better than others? Maybe. We won't know until we see it all finalized.
Is it different and new? Absolutely. Why would Blizzard want to give us the same old thing, when we aren't happy with the same old thing? The old talent trees were clonky, unwieldy, and they just didn't work in a fluid and fun fashion. That's what playing a game is supposed to be about -- fun. If it's not fun, why play it, right?

Maybe this isn't as high on everyone's priority list as it is mine. Some people care about the story; others don't. But the core of World of Warcraft has always been the heart at the center of the stories that play out as you're wandering around the world. People have been saying for quite some time that they would like to see the world move on from addressing old topics that happened back in the earlier Warcraft games. This is exactly that. We aren't addressing anything old. There isn't a Lich King or Illidan or Kael'thas to wonder about, and the Aspects haven't even been mentioned.
This is brand new stuff, guys. This is the new frontier. We are the big damn heroes who mopped up what the world threw at us from the past, and now we are moving into the future. With that future come new stories and lore -- and new obstacles to overcome. We aren't addressing the old storylines anymore because they've been taken care of. Remember when Warcraft III came out and how the story was fresh, and new, and interesting? We get to relive that feeling again. I don't know about you, but it excites me to think about what kind of new things we are going to see.
And the #1 reason you should love the new expansion:
1. The unknown
Yeah, you heard me right. Everyone is looking at what was announced and saying that it isn't thrilling or particularly exciting. Guys, you are calling the glass half empty here and turning away in disgust. This is where the tinfoil hat work that I do comes into play. I don't look at what I'm being told, half the time -- I look at what I'm not being told. And guess what? There is a ton of stuff here that we simply have not been told yet. Blizzard bombarded us with information about new talent systems. It let us play through the starting zone of the new race. It told us about the pet battle system. But what didn't Blizzard tell us?
For example, let's look at the monk class. First off -- guys, this class is a blast to play. There is no auto-attack. Every time you push a button, your character does something. You don't get to sit there and do nothing while your character idly whacks away at something; you are engaging with the world. It's unique, new and utterly different -- and that's what makes it fun! But beyond that, the monks themselves perform all kinds of fancy new moves. They have cool stances and moves that I've never seen before. They roll.
Now think about that for a minute. Every race can be a monk, except for Goblins and Worgen -- the two newest, freshest, most detailed character models and skeletons that have come out. What do you think is going to have to happen in order for your Gnome, Dwarf, Human, Night Elf, Draenei, Troll, Orc, Tauren, Forsaken, or Blood Elf to be able to perform those kinds of acrobatics?
You following me?
Let's look at previous expansions. In The Burning Crusade, the first expansion, the trailer made it emphatically clear that Illidan was the big boss of the expansion and we'd be killing him. Then we got Kil'jaeden added in at the end, which was pretty unexpected and cool. In Wrath of the Lich King, we knew from the second the expansion was announced who the big, bad guy was going to be. In Cataclysm, it was utterly clear who the final boss was going to be, because he's the one that caused the cataclysm in the first place.
When you are reading a book and the villain is known from the get-go, how fun is it to read that book? When you're playing a game, how fun is it to know who the final boss is going to be? Let's go back a step further and look at vanilla. We knew Onyxia was a bad guy; it was pointed out in questing. We knew Ragnaros and the Molten Core were coming into play. When they announced Blackwing Lair, everyone was frothing at the mouth with excitement, thinking they were going to wield an Ashbringer because there were hints thrown in implying that they might find it there.
When AQ-40 came into play, we were blindsided. What was this strange temple, who were the Aqir, what the heck was C'thun? We had no idea. We didn't know what we were in for. The lead-up event, the final payoff, all that lurking through the depths of Ahn'Qiraj and finally seeing what the heck that thing looked like -- that was where the excitement played in. It was the unknown that kept us guessing -- and guessing games are fun.
Do you know why we don't have a big, bad boss? Because Blizzard hasn't given us one yet. And it's not going to. Every previous expansion, we've known exactly what we were getting into from the moment we saw the trailer, and we knew what we were going to be doing every step of the way. Everything we played through in The Burning Crusade led up to Illidan's defeat. Everything in Wrath led us to the Lich King. We knew we were going there. There was no mystery, and there was no excitement.
If you take away the mystery, the fun ceases to exist. That's what's been missing with every expansion to date. That's why expansions get boring at the end, because we know it is coming to an end, and we know how it is going to end, and we are bored because we know it.
Do we know what's coming? No. Is the glass half empty? If you want to look at it that way. The way I'm looking at it is that it's a glass half full. What we have been presented with is what we have been missing for three expansions -- the sense of mystery and wonder that we had in classic WoW. That excitement that was prevalent with every step we forged through the new and entirely alien world of Azeroth, a world we hadn't seen before, a world where we had no idea what to expect. Guys, we are getting back the awe and wonder of those first days of World of Warcraft.
The glass Blizzard just gave us is half full. Given the sheer scope of information we just received, and the amount that it did tell us, whatever Blizzard's holding behind its back is going to knock our socks off when it finishes topping off that glass. We won't know what hit us.
The news is out -- we'll be playing Mists of Pandaria! Find out what's in store with an all-new talent system, peek over our shoulder at our Pandaren hands-on, and get ready to battle your companion pets against others. It's all here right at WoW Insider!Filed under: Analysis / Opinion, Mists of Pandaria
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 6 of 16)
JimmeB Oct 25th 2011 3:21PM
If you can, watch the Lore Q and A the specifically address this question. The main point that was made is "We wouldn't make a whole xpac about an April's Fool joke." The lore will be just as rich and fulfilling as the rest of the game. Ignore the fact that they're pandas and look more at where the lore is coming from. To me it seems to be based off of Buddhist and perhaps Shaolin monks.
Don't jump the gun and just assume the lore will be soft because the Pandaren are.
Ata Oct 24th 2011 3:05PM
But that's just the thing. We don't -know- that they'll be 'rolly poley silly'. Yes, the racials are currently kind of silly. But Humans had 'Every man for himself' at first too, and the Goblin racials aren't exactly filled with seriousness. But that's just a glimpse at the racials. We know nothing about them, at all.
We only know the story of -one- Pandarin. One. Out of an entire race, we know Chen Stormsnout wandered around saying 'Hi!' to people within the rts games and evidence of him doing so in WoW (his lost keg in the barrens and I seriously, seriously hope my horde toons are acknowledged for having found it when we meet him). People are basing their entire knowledge on the race on the existence of a single character, what about the rest of his people? We've even already been told that the turtle starting island Pandaren are drastically different from the main island Pandaren. Like Anne said, there's just so much that hasn't been said yet.
Saying they're going to be silly and non serious is like being an alien and coming across earth, encountering -just- a comedian or someone foolish and silly, the only guy they meet for years, and writing off the entire planet as filled with stupid silly people and leaving.
If anything, we should be excited about the fact that we honestly, truly do not know about them, and it's going to be quite an experience to find out.
Mortenebra Oct 24th 2011 3:06PM
JimmeB brings up a great point: "Don't jump the gun and just assume the lore will be soft because the Pandaren are."
In fact, Pandaren could be the most hardcore badasses we'll ever meet. Just because someone looks serene and deceptively passive doesn't mean they won't kick your butt if otherwise provoked. The mightiest of fighters don't always have to be all weapon and armor and raging battlecries. Their outward peace and-- for lack of a better word-- stoicism actually points directly to "dead serious." The silly aspects that we assume are present will only work to balance out the "dead serious" aspect of the Pandaren. And, if anything, that's exactly what the Pandaren are all about: balance.
Do we take the Trolls less seriously because they are, thematically, the laid-back, breezy Caribbean types? It is their history of warmongering and the berserking ability that sets them apart and eliminates any "hammocks swaying in the breeze under a coconut tree" images we had of them.
We know little to nothing about the Pandaren and, frankly, from a lore perspective, I am excited as hell to find out more.
slythwolf Oct 25th 2011 3:45AM
It's possible to strike a perfect balance between silly and serious. Discworld does it extremely well. I have faith in Blizzard to pull it off.
Suzaku Oct 24th 2011 2:18PM
I didn't need to be sold on this expansion, at all, but thank you for listing some of the highlights!
And it's worth mentioning that, for all the new stuff that's being introduced to the lore, there ARE many familiar elements. There were hints that two of the new races are connected to the Qiraji/Nerubians and Old Gods, while another has a connection to the Titans. And there's the massive Horde versus Alliance war, and an island of Zandalari trolls in the north, which will apparantly also be part of a third invasion. Not to mention new PVE Scenarios giving us new storylines and experiences all over the other existing continents.
The last time Blizzard introduced a truly new continent covered with new races was Warcraft 3, with Kalimdor, tauren, night elves, wildkin, centaur, furbolgs, quilboar, satyr, murlocs, and more. Northrend and its small handfull of indeginous races, too: ice trolls, tuskarr, and nerubians.
I can't wait to see everything Pandaria has in store for us.
Peebers Oct 24th 2011 2:19PM
there you go again bein all badass..
Bryan Dare Oct 24th 2011 11:49PM
I just wish she got to be badass at that one Q&A where she was first in line as soon as they finished. =( Care to tell us what your question was, Anne?
But yeah, great stuff here. Hadn't fully let all of that sink in until now. :D
adam Oct 24th 2011 2:21PM
seems to me that Blizz is has figured out that most players have a main but also many alts. Currently imo lvling alts is kind of boring form 60-85 because you end up running though the same content over and over. Re-doing some of the same quest lines over and over gets dull so you end up Diablo lvling by constantly que'en up for RDF.
Looks like they are trying to address that by making the content with higher replay value for alts. as well as cutting the time it takes to get to relevant and new content areas.
Now if only they would back install more phasing so your progress though the world follows a more logical time line rather then the timey whimy progression. Plus would give you more reason to "beat" or "complete" a zone like it did for me in Cata.
Wellsee Oct 24th 2011 2:20PM
Well, I won't get into details because I know other commenters don't like negative posts, but Anne was perplexed by those of us who are groaning about the expansion so I'll sum up my feelings about why I'm not excited: I only agree with 1 of the 5 positives listed, and partially with another; 3 of them are negatives or neutrals to me.
I *like* having talent trees. I like that I can pick different talents to augment differing abilities. (I was just respeccing my healer to focus on throughput instead of mana conservation, for example.) It is funny how people cheer about no longer having "cookie cutter builds" (despite that there are different ways to spec for most trees) because everyone will have the exact same core abilities, which is the ultimate in cookie cutter builds. Everyone has the same sugar cookie and we get only to decide what color sugar we want to sprinkle on top. *I like having choices that made a difference.*
Sarducci Oct 24th 2011 2:26PM
There are _maybe_ five flex points for most classes right now. You'll note thats how many choices you make with the new system, but these are choices with no obvious "best" choice at each level. Maybe your healer is a magic exception to this rule right now, but my 85s have only a handful of points that aren't mandatory.
DarkWalker Oct 24th 2011 2:34PM
The fact is that most of those so-called "choices" weren't actually choices, but more akin to spec errors, in that they made the character inarguably worse.
Most of my characters, after picking every "required" talent, had less than a dozen free talent points. Given that most talents needed more than one point to be actually useful, this means I will actually have quite more choice by picking 6 talents to have - and, perhaps more important, choosing 12 talents to skip - than I had with the old system.
Wellsee Oct 24th 2011 2:47PM
With this new way, there will either be a best one to pick (after theorycrafters have dissected things and again you will claim you have no choice..) or, because no one is best, what you pick doesn't matter. What's the point then? Decisions in talent trees matter right now. People can do things wrong, as you both point out, or use talents in different ways. Look through wowpopular.com and you'll see that there are different builds that are popular for each tree. Don't forget that not everyone has the same goals and therefore have differing talent objectives with the most obvious being PvE versus PvP. A more subtle distinction is between raiding builds and ones for soloing or dungeons. We currently have the ability to choose to try different things that actually make a difference.
And as amry says below, I agree that leveling will be less satisfying. I've enjoyed getting to spend a point every other level as I work through the levels again.
Daedalus Oct 24th 2011 3:08PM
I have to say, I worried about that, but looking at the talent calculator, I can already see how it's nothing to be concerned about. My main's a 'lock, afflic and demo, and looking at how it would play with those new talents really showed me something different. As it stands now, one of those specs is great for survivability and single target damage, the other is great for AoE. That's the only choice right now: which spec. The talent points themselves are pretty much set in stone for what I should take, and the few choices I have don't make it feel all that different.
With the talents presented, I'd have the choice within those to accentuate the survivability on afflic, or beef up it's aoe, or focus on single target damage, or any combination in between. Do I want an active heal, passive heal from single target damage, or a heal from some AoE damage? Do I want a stun or fear for some CC? Active or passive damage mitigation? Higher burst damage, or greater sustained? I can see the choices varying fight to fight, with one fight making a talent that lets me cast on the move being better, and another where I'd rather take a talent that lets me use incoming damage as a dps boost.
All of those are choices within a single spec. All of them are choices I don't have today. Right now, affliction is affliction is affliction, and the only variety I can get comes from changing specs.
So, yeah, while it seems limiting, the fact is, all they're doing is assuming the answers for the 90% of choices that people never varied on in the first place, and giving us a bunch of more interesting choices instead.
Eternauta Oct 24th 2011 3:15PM
@Wellsee
The problem I have with your argument (that if all 3 choices are equally powerful then your decision doesn't matter since you can't go wrong) is that it leads to the opposite way of thinking that "there must be a correct choice" and that leads to cookie cutter builds right now.
If every choice is equally powerful but different enough, then you can't go wrong... so what? Talent builds aren't supposed to be a "challenge" or a "test" to pass like a boss encounter. They're about customization. They're supposed to give you more options to customize your character according to your playstyle, rather than make you prove how much you know about your class (which is useless since most "noob" raiders can -and do- just go to elitist jerks and copy their classes' optimal build even though they don't know how to use it).
It's better to have mandatory stuff (like Shield of the Righteous for Tankadins) to be baked into the Specialization choice (in this case, Protection) and let talents be about customization, rather than creating the illusion of choice by making you waste talent points into *insert mandatory bottom-of-the-tree skill here* which is a no brainer since your class/spec literally can't function without it.
Ata Oct 24th 2011 3:20PM
Look at what they currently have for warrior. One level is purely all about 'get there to the enemy fast' talents. Are any of them better than the other? Situational, sure, and that why we get to change them up as easily as we would glyphs. But is one ultimately better all the time? No, not really, and that's Blizz's point. That entire 'tier' is 'so how do I want to get over to that guy fast to beat his face in?' and gives you several options as to how to do that.
This isn't yet universal for all of the classes, there are some within priest that you look at and go 'well that's kinda obviously for shadow and that's for the healers', but the universal options is what Blizzard is aiming at, I believe. A level that addresses a 'thing', like movement or CC or holycrapbigspells, and giving three ways to do that thing that all work in varying situations but are overall just whatever you feel like. They've got a lot of time to tweak and poke it.
Sure, of course we'll try find what's 'best' for pvp, what's 'best' for pve, what's 'best' for raiding, numbers wise, but with the CC level for example (check out mage's) they all CC, just in different ways, so even with in a pvp situation where you want to CC, there'll probably be no real best even there. Arena might want the double polymorph but someone will find the polymorph with the stun better, and battleground players might want freezing circle more, or like all three...and here's what blizz hopes for...depending on playstyle.
And if they can pull that off, giving me a list of choices that I know will augment how I want to play vs something being 'better' than all the rest, that's a thousand times better, to me, than having a giant talent tree with points to put everywhere.
DarkWalker Oct 24th 2011 10:16PM
The real cool thing about the new talents: each tier's talents work differently enough that they change the way the character plays.
Which means, if Blizzard can actually pull their trick, that the best talent will not be the one theoricrafters point as the greatest net worth, but the one that better meshes up with YOUR play style. If characters start having different talent picks based on what is more fun for the player, instead of simply copying some cookie-cutter build, variety and uniqueness should drastically spike up.
BTW: choices where there is a right and a wrong choice are not really choices. They are just something you look up in the Internet, copy the right "choice", and never care about it again. Quite boring, if you ask me.
icepyro Oct 24th 2011 11:59PM
There is a big difference between PvP and PvE builds, as well as play styles. The talent trees built that. There is a big difference between specs and talent trees built that.
Is most of it cookie-cutter? Yes. But lowering the choices down to 6/18 doesn't add enough distinction between specs. It doesn't even make enough difference to make PvP any different than PvE. when there are some VERY NEEDED talents and abilities to deal with another player than a boss that is smacking someone else.
BM Hunters do not have badass pets purely from specialization. There is also talents like Bestial Wrath, Frenzy/Focus Fire, and Cobra Strikes. Not to mention Beast Mastery itself and the raid buff Ferocious Inspiration.
At the same time, SV enjoys some trademark Serpent Spread, Lock n Load procs, moar dots with Black Arrow, and the raid buff Hunting Party.
NONE of those are mentioned in any talents. So are we just going to get that when we hit the appropriate levels since we would have put those points there any ways? How is it fun to have LESS play style because there are 6 choices?
Even as boring as cookie cutter specs seem, it gave us some fun along the way. We thought for at least half a second every other level "do I want to do this talent now or next time?" While we know the goal, even if it's set in stone, there was a small choice 4 out of 5 times (more if the cookie cutter meant going back so we can skip unwanted talents). Oh and looking back, a lot of those "unwanted" talents are wanted if you are hardcore for a play style other than raiding (and some "mandatory" talents are oddly optional or unwanted in those situations too).
Don't get me wrong. Having these choices will be interesting and challenge how we choose to play. But that comes once every 15 levels. Which ultimately means we only make 6 choices ever.
tl;dr- I will have more options/choices choosing my glyphs than my talents and that just doesn't sit well with me.
The MUX Oct 24th 2011 8:50PM
U guys are also forgetting about murder ball pvp aaaaandd dota in wow cant wait to see those implemented!
Ominous Oct 24th 2011 2:21PM
There are LOTS of reasons to look forward.
It was nice to read such an optimistic article.
We need more such articles, because there are so many good things to look forward to.
Let the haters burn in their own venom. The rest of us are going to have a good time!
Avan Oct 24th 2011 2:23PM
For me, the only things to love about Pandaria are the new talent system and the monk class. I guess not having to play in Cataclysm content would be nice, too.