Know Your Lore: The Story of Us -- quests in WoW, part 4

As I said last week, Cataclysm's astonishing 1 to 60 revamp was inspired by how quests worked in Wrath of the Lich King, and I don't think it can be disputed that the 1 to 60 game is about as good as it could possibly be right now. Leveling even without heirlooms has gone a long way from the old "Kill X boars" or "Collect X parts of boars" quests we old grumpy cusses remember. Zones like Darkshore, Azshara, Westfall, Stonetalon, and the Plaguelands have seen significant improvements in quest flow and story, be you Horde or Alliance. Dungeons have most of their quests available to you as you zone in (an improvement patch 4.3 will add to many Outland and Northrend dungeons as well), and in general each zone has strong, unified quest changes that give them a unique feel.
Listing every quest chain and change to every zone would be impossible. Whether it's the Badlands with the varied storylines or Feralas and its quest to deal with the legacy of the Dragons of Nightmare, leveling quests became much more about you, the player, as you level through them. However, at the same time, they do much to reveal the changes the Cataclysm brought to the world of Azeroth and the growing conflict between the Horde and the Alliance, as well as internal conflicts between them.
This is done in small ways as well as large. For example, in Durotar two quest givers near the Dranosh'ar Blockade, Gor the Enforcer and Shin Stonepillar, spend more time arguing with one another and sniping at each other than anything else. In so doing, they reveal deep divisions in the Horde between those who subscribe to Thrall's vision vs. those inspired by Garrosh. It's a much faster and more involved way to get players to see the conflict between these forces rather than hear about it.
Superlative leveling design
Perhaps the superlative achievement of the leveling game (and there are many, many rivals) is the experience of questing through Westfall. Framed as a murder mystery that as it unfolds also becomes a kind of history of the zone's changes since classic WoW, Westfall and the new Defias quests manage to contain pathos, humor, outrage, vengeance, and reveal exactly what happened in the zone, and in the greater world at large. Anyone who met up with the Westfall Brigade in Grizzly Hills can appreciate seeing events come full circle, and the ultimate revelation of Vanessa VanCleef during the Defias attack on Westfall was simple yet effective. The biggest regret I can think of as far as the Westfall experience goes is that, ultimately, it seems to end abortively in running heroic Deadmines. I don't want Vanessa's story to be over so quickly.

Whatever your feelings about Garrosh Hellscream as a player, the quest To Be Horde illustrates his character and his limitations better than any number of short stories, novels or even articles on awesome websites like this one. I won't belabor the conclusions one can draw from it, rather urging you to experience it if at all possible. It provides the Orc, warts and all, in his purest distillation. Both his admirable and lamentable aspects are on display here, and the cracks in the Horde's facade all show. Very much worth your time and your play experience, at least in my experience.

Even without that, however, some of the best storytelling I managed to play through is in quest chains in the leveling content. The paladin pals in the Plaguelands went from an annoying couple of neophytes I could barely stand to have around to a deep, nuanced series of quests that showed me that even a Forsaken could realize Sylvanas was no longer sane, that a Tauren could help me save a Dwarf's life, that while the Scourge was no longer the threat it once was it was also not standing still, and that evil flourishes in places both great and small. At the end, Tarenar Sunstrike and Gidwin Goldbraids, who were NPCs I actively disliked at the beginning of the quests, had become if not friends, then respected colleagues. What's even better is that I got to see how the Plaguelands changed following the Lich King's defeat.
Worthy successors
I don't feel like a discussion of how elegant and immersive the new questing is would be complete without discussing my two favorite chains, one in Feralas dealing with the last remnants of the Dragons of Nightmare and the other in the Blasted Lands, the excellent sequel quest chain that ends with You Are Rakh'likh, Demon. The original quest chain from classic WoW was started by the Fallen Hero of the Horde for both Horde and Alliance players and was an excellent example of vanilla's quest design. It was a world-spanning quest that ranged from the Blasted Lands to Azshara and back again.
The new quests are worthy successors that focus on the new questing experience's tendency to keep you in the same zone from beginning to end and make things more streamlined and accessible. Both the old quest and its new version are excellent quest experiences, but the new quest is a lot more solo-friendly. However, what really amazed me is how the second quest plays with your expectations if you did the quest the first time, confirming some of the preconceptions you have, playing with others, and revealing the ultimate fate of characters from the pre-Cataclysm zone. If you haven't done the Blasted Lands in Cata, no matter what faction you prefer, I really recommend you experience them.
1 to 60 in Cataclysm is an excellent way to really see the lore of the expansion play out in game. Next week, I'm going to look at the lore of Cataclysm's end game. Did it work as well as 1 to 60? Which quests are awesome, which ones fall flat? Why do I love the first half of Uldum and avoid the second half?
While you don't need to have played the previous Warcraft games to enjoy World of Warcraft, a little history goes a long way toward making the game a lot more fun. Dig into even more of the lore and history behind the World of Warcraft in WoW Insider's Guide to Warcraft Lore.
Filed under: Lore, Know your Lore, Cataclysm






Reader Comments (Page 1 of 2)
Jyotai Oct 26th 2011 5:18PM
My biggest lament with the new amazing content all over the place is that you level through it so fast you barely make it to the second question before they've gone 'green' in your log.
Its hard to get the lore when your leaps past it. Every zone I've paused to explore has been one where I was 5-10 levels above it by the time I finished it.
Garnlok Oct 26th 2011 6:04PM
Try taking off your heirlooms lol.
Revnah Oct 26th 2011 6:18PM
@Garnlok: That's what I did. And I still had to stop experience gain every five levels or so because I never managed to finish the quests in one zone before I was at least two level too high for them, which in turn made the next zone even shorter, etc.
I love the new 1-60 experience, but I think they overshot the target of making levelling faster.
furrama Oct 26th 2011 6:18PM
I'm one of the few who really really wish they would slow it down a bit. Just a bit, so you could run a dungeon without everything going green or gray.
Katherine Oct 26th 2011 6:22PM
No heirlooms, no herbalism/mining, no killing rare spawns, no dungeons, and you might juuuust be able to finish zones only one or two levels above where you're supposed to be. I complained about this at the start of cata, and people acted like I wanted them to go back to classic wow's levelling spees.
Pam Oct 26th 2011 6:35PM
I would rather they left it like it is. This way, when I want to burst through to get a toon to level cap, I can. There are many options for people who are leveling to play out the content.
relmatos Oct 26th 2011 7:41PM
The leveling experience is really wasted on people leveling.
I followed most of those chains when cataclysm struck by doing them on my main at 80.
The rest I did while leveling chars and with or without heirlooms you level too fast and feel that you should switch to the next area(it doesnt help that you actually get quests sending you there even when you're in the middle of really epic chains. I forced myself to do those quests even when they were grey because I love the lore of the game. I dont regret it one bit.
deanspeedway Oct 26th 2011 10:24PM
I agree that you level too fast through the old zones. There is very little sense of threat or danger. Even only using the gear that you earn from quests (ie no heirlooms etc) it is very hard for your toon to die. I have even tried to pull packs of mobs to try and kill me and the usual effect is that by the time I manage to collect enough mobs to be a danger (about 6 or 7 mobs), the first two mobs that I have tagged have gotten bored and reset.
If the challenge becomes 'how do I keep 7 mobs tagged' rather than 'OMG I've pulled 2 mobs at once, HOW will I survive?' then that's a boredom inducing problem. I've levelled 3 or 4 toons to 30 or 40 in the new zones but have given up on them because it's wayy too easy.
I believe that a solution to make questing more challenging/difficult for experienced players is to raise the barrier to picking up new quests.
Right now you can't pick up a quest that is more than 5 levels higher than you (* I think it's 5). If they made this number 7 then players who wanted a challenge could grind through the more difficult mobs and quests. A player can make their own choices whether it's too hard or not and drop back a zone or two if they are getting stomped on too easily.
People who want to zoom through the levels can still do so, but those who want to stop and smell the roses are missing out.
They have done a great job making the storylines in these old zones epic and compelling, but the gameplay suffers if you are fighting easy grey mobs by the time you get to the end of it- even if you start the zone at the absolute minimum level.
Let us take quests at lower levels and bring back the sense of danger!
NetherLands Oct 27th 2011 5:30AM
@Katherine
You're not the only one with that kind of experience.
Based upon the PTR and officlal news I 'predicted' most of the issues with the new 1-60 content in the summer of 2010 on the Fora and practically got my head bit off. Things turning out even worse (I hadn't expected the heavy-handed railroading or the rediculous XP-scaling/bad pacing) didn't make me much happier.
Matheus314 Oct 27th 2011 7:57AM
Do the quests naked. With a skinning knife and a fishing pole equipped.
And the tabard for guild rep.
Then you'll see what's "the sense of danger"...
Ilmyrn Oct 26th 2011 5:23PM
Personally, I enjoyed the second half of Uldum a lot more than the first... the first time. The Ramkahen storyline, for whatever reason, never really clicked for me. On the other hand, I enjoyed the Indiana Jones homage, especially as it started so low stakes and then turned into something with world shaking consequences.
Now it's hard to motivate myself to go through it once I've got the tabard. Except, of course, that Ramkahen rep is so hard to come by that you more or less HAVE to do it.
Felix_rew Oct 26th 2011 6:16PM
I HATED the Harisson quests, they completely ruined the atmosphere of the zone, especially all the bad jokes.
Apotheo Oct 30th 2011 11:51AM
I had been playing Alliance since just before Wrath, until I chanced to level an alt through Stonetalon, post-Cata.
"Honor, Krom'gar. No matter the battle, never forsake it."
It really changed my mind about the Horde in general, and Garrosh specifically. An unapologetic expansionist? Yes. A brash, violent upstart? Absolutely. A true warrior, dedicated to the same principles of honor that his predecessor was? Surprisingly, yes.
HappyTreeDance Oct 26th 2011 5:25PM
Oh, I have a pretty good idea of why you love the first half of Uldum and avoid the second half. And trust me, I do the exact same thing.
I really have enjoyed the revamp to the 1-60 experience. I recently leveled up a night elf from 1-85. This is the first Alliance character I've ever gotten passed level 15. I had so much fun going through Darkshore, then Ashenvale, then Stonetalon with her. And I really did find myself shaking my head at a lot of what the Horde was doing. That experience actually gave me more insight into being able to roleplay on my Horde druid than I thought it would.
I've enjoyed the Horde side of things as well. I took a forsaken toon through all of their starting area, then onto Silverpine, then Hilsbrad, then both Western and Eastern Plaugelands, and it was some of the most fun I've ever had questing in WoW. I highly suggest people check that out, even if they don't usually enjoy the Forsaken plot. I didn't really either, but after going through those zones, I can honestly say they were my absolute favorite experience of the Cataclysm expansion.
EverythingRuned Oct 26th 2011 6:19PM
I'm going to second your specific appraisal of the undead leveling experience. Each zone was fantastic in a wildly different way. I notice you omitted both Arathi and the Hinterlands- and I understand why! Arathi was a little short and Hinterlands not so much fun, but the rest was a legitimately good gaming experience.
I will typically admit that wow is "bad, but scratches an itch," but those zones were a legitimately good gaming experience.
srshupe Oct 26th 2011 5:37PM
I'm in the process of experiencing all of the redone zones right now, and I am overall very impressed. My only complaints are that (a) the zones are EMPTY of other players; and (b) at least in the lower levels, if you do a few dungeon runs while questing, you will out-level your current zone before finishing the quests (i.e. the quests turn grey).
One aspect I found a little surprising was just how much the alliance-horde battles were woven into the quest experience. Previously, you were fighting universal threats 95% of the time. The switch to killing alliance was not just a welcome change, but was a lot of fun!
I haven't done all of the zones yet, but I will say that Hillsbrad is a real stand-out, from the very first quest where you pose as a quest-giver. Then you proceed to go about the zone rescuing the NPC adventurers that you handed out quests to. Stonetalon and EPL were very enjoyable, too.
Blayze Oct 26th 2011 5:58PM
There's a war on? Maybe it's just because I'm Alliance, but most of the time I could have sworn we were at peace.
srshupe Oct 26th 2011 6:34PM
I haven't played as alliance post-Cata, so I don't know what the experience is like there. But on the horde side, the quests in Silverpine, Ashenvale, Stonetalon, and South Barrens all centered around the war vs the Alliance. Maybe some of the other zones, too, I haven't seen them all yet. Desolace has at least a little of it, too, where you get to raze Nijel's Point as a firestorm (not that most alliance could even pinpoint Nijel's on a map).
I've heard that Swamp of Sorrows has an alliance quest line where you destroy Stonard. I suppose that otherwise, with Southshore gone, there aren't many spots in the eastern kingdoms where horde and alliance are directly interacting.
Aside from the conflict with the alliance, one element that appears in the questing that you didn't really get from vanilla is a sense of danger or urgency in the storylines. Like, we're under assault and you need to do this [b]now[/b] to save us! As opposed to, eh, kill some boars and get back to me when you're done. It makes the quests more compelling, IMO.
Marbles Oct 26th 2011 7:01PM
As Alliance, it depends on your route. If you head through Elwynn - Westfall - Redridge - Duskwood - STV - Dustwallow - Thousand Needles - Tanaris - Un'goro - Silithus, you should hit 60 without any real Horde/Alliance animosity, bar a few sniping comments in Tanaris for instance.
Horde on the other hand get filtered through either Hillbrad or Ashenvale (both 15-20 zones), so get at least one front of war (Stormpike or Night Elves respectively) introduced.
Joakim Oct 27th 2011 5:46AM
@Blayze It's not a war. It's peacekeeping operations.