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
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Reader Comments (Page 2 of 2)
Kunikenwad! Oct 26th 2011 5:38PM
The one gripe I have with the current questing from 1 to 60 is the quantity of quests. I'd prefer to do less menial quests and instead concentrate on massive, lore-centric questing instead. I know I'll get downrated for this, but TOR does an excellent job of shunting the menial stuff to the side as auto-completing bonus objectives and keeping the meat of the story in the crosshairs through class questing.
NetherLands Oct 26th 2011 6:00PM
Let's just say opinions differ on the new 1-60 content.
The old content gave you more choices on how to develop your character, now Quests are far too linear and inter-linked (ie way too many pre-requisite Quests to unlock Quests), greatly reducing the replay value.
Add to this the completely unnecessary removal of Class Quests (the 'only 10% of our player base would see this content' doesn't fly, just look at e.g. the dev time spent on Rated BG's), over-abundance of Vehicle and 'NPC's to save the day' mechanics that make playing a specific character irrelevant, and the general lack of any challenge - also caused by WAY too fast levelling even without Heirlooms etc and the removal of most Orange Quests - and hence risk of failure, and the end result is utterly boring Questing with basically no real replay value at all.
The old Dungeon Quests made sense: in a civilized part of the world, someone seeks help, to deal with a problem in some dangerous place people don't normally visit. Now, they wait in that dangerous place till by some stroke of luck some strangers pop up to help them, though 'to provide visiting tourists with a nice tour' is a more apt description in case of e.g. BRD and Gnomeregan.
On a meta-level, the old Dungeon Quests provided reasons to re-visit Dungeons, and rewarded those that explored the World; now, the new Quests are here merely to provide piss-easy rewards for the 'end-cap ASAP, gogogo!' -crowd that make the game's community such a joy.
Before The Shattering, players had a choice in regards which kind of Quest content they liked: the Vanilla-style Quests that often had challenging Elites and often involved quintessential classic quest attributes like The Journey and Discovery; the Northrend poop-scoop phasing extravaganza with horridly bugged Vehicle Quests like the Frost Giant in Zul'Drak and generally little challenge yet gold etc. rewards out of the ying-yang, or the Outland ones as a sort of compromise (little travelling, but still some challenge). Post-Shattering, this choice has been severely reduced, and borked by even faster XP.
Sorry, but the only good thing The Shattering brought to Questing imo was that they adapted LotrO et al. line on the 'Blue Bear, Red Bear, Green Bear' Quest-type: if an area contains Blue Red Green Bears, Vanilla (and later) WoW Quests would have you kill 10 Blue Bears kill 10 Red Bears kill Green Bears, instead of taking the (logical) line other games used :just kill 30 fricking Bears.
Borealis Oct 26th 2011 6:07PM
There are some weird phrasing issues here that I wouldn't expect from Rossi. Maybe it's just me.
EverythingRuned Oct 26th 2011 6:31PM
The 1-60 experience in general is so much better than anything else in wow right now, including 80-85.
It has to do with the pacing, unfortunately. WoW is designed to reward you quickly at first, and then gradually reduce the rate that you recieve said rewards. By the time you get to Vash'jir or Hyjal, the design process goes something like "okay, we have to keep the players in this zone for around 8 hours. What quests can we put in to make that happen?" Sure, it's great by mmo standards, but it's a far cry from the "how can we get the zone to fit this story" we're getting in vanilla.
Tightly wound, linear storylines are good, but they're better in small chunks... and better when you're not forced into them. You have 2 to 3 choices for each of your short experiences
My only complaint about the leveling experience isn't really the zones' fault: unresolved cliffhangers. At first I thought that they had a plan for all of these great storylines... nope! Sure, having extra hanging plot threads in your back pocket is good "just in case" your creative team runs dry/feels like it, but it's disappointing for us players.
3teek7 Oct 26th 2011 6:37PM
For me, I really liked the Vash'jir and Hyjal quests. They are both linear, but have fantastic stories. Hyjal was more triumphant and vast, introducing very important characters and really making you feel important just by being there. Vash'jir felt smaller and less important in the grand scheme of things, but infinitely more personally significant as it was an all-out fight for your life, while also introducing a large, previously unknown conflict and how you interact with it.
Following that, Uldum, Deepholm, and Twighlight Highlands felt rather insignificant by comparison. Especially Highlands, speaking as Alliance.
I think people make valid points about criticizing end-game content for Cata, but as a whole I think it was a really strong expansion that helped tune up the foundation and structure of WoW, something you cannot appreciate just playing 80-85. I view it less as an expansion and more as a massive update the game really needed.
jlhealy Oct 26th 2011 7:19PM
While I love the new 1-60 content for my alts and think many of the quests are simply amazing (the quest giver one, for example, at the entry to Hillsbrad is GREAT, as is the simple mini-game of turning the statues in Badlands), the design makes it very hard to do one of the great things which initially got me hooked in WoW... You can't play with others. Not as a newbie, at least, unless all you do is run dungeons and battlegrounds in a group.
The way progression and phasing is now set-up, the game is basically a solo game until you reach higher levels, and I think that really kills part of what makes the game so magic for a new player. Being able to run around with a friend and discover a new world with a friend and become a hero with a friend is one of the defining features of a multiplayer game...and with the new design, this is very hard to do.
Yes, those cross-continent quests sucked sometimes, but they also hold the best memories for me - venturing into foreign lands and enemy territory with three other mid-20s on a long quest chain so I could unlock x "powerful" ability (I think it was portals; it's been years and I can't even recall) truly felt like an epic experience. Even being able to work together with someone to kill those 50 billion boars or ruthlessly take candles from kobolds made the experience more fun.
Nowadays, you really cannot quest with someone unless you only quest with them and shelf the toon until you are both playing at the same time, as the streamlining and changed experience removes sidequests or makes it so you aren't even REALLY in the same zone unless you are on the same stage of quests.
techvoodooguy Oct 26th 2011 7:36PM
I'm definitely glad that upon my return to WoW (after having left at the start of Wrath, for no reasons related to WoW itself) I levelled up a new character. I started a new Hunter mostly because Focus sounded really fun (and it was and is. inb4udontpvp). However, one single chain in the Badlands absolutely made starting over worth it: Rheastrasza. Pardon my laziness for not looking up the starting quest, but I have yet to encounter another quest that so much embodies the sacrifices that are made to put an end to this (ingame) disaster. The parallels to the real world were staggering when I completed the quest.
Some of the other stuff was pretty cool as well: The Pally Pals, the war in WPL, the death and resurrection of Sylvanas, the new Ashzara, etc. But Badlands took the cake IMO.
Sl0th Oct 26th 2011 9:14PM
After reading this installment, I got to thinking. I'm pretty sure it was unintentional, but the new divide between those characters who were around during Wrath and and those who leveled after Cataclysm could add an additional bit of storytelling to the mix.
Those characters at level 80 at the end of Wrath have been through a lot. They proved themselves in the old world and then served their respective side in both the Outland and Northrend campaigns before finally returning home to find a world shattering all around them, both literally and in some cases figuratively. The player characters who were 80 before Cata are every bit the hardened veterans they're treated as when they show up in Hyjal or Vashj'ir. They may lack some specific context of why things have gotten as bad between the factions - i.e. the revamped questing zones – but that's unimportant. They may not have seen where the current fires of war are burning, but they saw first hand all the sparks being ignited over the years.
Meanwhile, new characters leveling through the game are fresh recruits. They cut their teeth on today's battlefields. They're veterans of the new war and have seen the how things are currently being fought. Ignoring Outland and Northrend, which may as well be taking place in the Caverns of Time and are best ignored when it comes to shaping a new character in the post-Cata world, when they reach Hyjal, they're a different breed of character. They aren't the saviors of the world yet like the old characters, but a group hungry to carve out their own stories and eventual glory against new enemies.
It's an interesting contrast between the two groups and I really do wonder whether it was taken into consideration when Cata was in the works or if it was a happy accident.
Thereone Oct 26th 2011 11:40PM
Ahhh, the Rakh'likh questline. I read up on the original quest chain (being a Cata baby, I never had the chance to do it), and resolved to make the new questline a special experience. And so I did - I got the Loremaster achievement upon completion of the new questline.
Al Oct 27th 2011 1:08AM
I miss the ability to wander the world and stumble across quests and events.
"Oh hey, a Night Elf? What are you doing out so far?"
"I was ambushed, and need help getting back to the road without those spiders killing me."
"Cool, let's go."
"You? I don't think so, you haven't done 8 quests for people two towns over."
"Ho... How the hell do you know that?"
"They'll send you to bring Old Man Hunger his medication. He'll make you streak through the Ogre camp, his pills will kick in, and then he'll tell you to come looking for me. Then you'll help me."
".... I'm gonna accept the quest, then just watch the spiders kill you."
"Like I tell everyone else who says that, you need my second quest before Mayor Smith will acknowledge you."
I worked on trains for two years, and didn't feel so rail-roaded.
NetherLands Oct 27th 2011 5:23AM
Epic summation of one of the biggest issues with post-Shattering Questing.
lilywillylover Oct 27th 2011 8:01AM
Nope, sorry. I disagree. Vanilla leveling sucked ass. It was OK as a new player but going through it again on alts were such a pain.
Pre-Cata, I only had one max level while now I have 4 max levels.
Melvyl Oct 27th 2011 9:37AM
I got my first Horde character to 84 and was excited because I was finally going to get to do the epic invasion of the Twilight Highlands that was recently mentioned on the podcast. It was great to see Garrosh lead the charge... until suddenly he loses all focus and nearly snatches defeat from the jaws of victory. If Thrall isn't going back to being Warchief, the Alliance has nothing to worry about. Between this incident and the events of Wolfheart, this guy is going to do more damage to the Horde than any Alliance army could.
overstim Oct 28th 2011 10:14PM
If only there was a better way to level 60-80! I loved the new 1-60 content like many of you (I agree the new Forsaken storyline is epic) but then i hit 60 and went through the portal and.. oh. Outlands again. Hrm.... bored.
Avery W. Krouse Nov 1st 2011 5:24PM
I really enjoy reading your Lore posts but I will admit I am fairly a latecomer to Warcraft/WoW, so I am missing a great deal of context for all the context you're providing.
Is there a website (or post I've missed) or could something be done to kind of frame everything in a narrative from earliest to latest so that I could basically figure out who all these people, places, and events are and why they're important from the beginning? Something of a "The story so far..." would be helpful to know why I should care about ridding the murloc infestation or leveling all the way up to Deathwing.
It's somewhat frustrating entering a random dungeon and having no clue why I'm there or why the people I'm fighting are in the least bit important in the overall scheme of things.