5 reasons you should love Wrath of the Lich King
Ever since the final scene of The Frozen Throne, Warcraft fans wondered just what happened to Arthas after he placed the Lich King's helm on his head and took an icy seat. In Wrath of the Lich King, they were about to find out. Featuring an all-new continent with new zones to play through, Wrath also introduced the first new hero class to the game, the death knight. In the wake of The Burning Crusade, Wrath had a lot to live up to. It did that and more, paving the way for more accessibility to raids, more endgame content and new lore, to boot. Many of the players in Cataclysm today got their start in Wrath of the Lich King, and there's plenty of things to love about it -- far too many points to list. But we'll give you five of them!
5. Seamless questing
The days of having to travel halfway across the world and back again to complete a simple quest were completely obliterated in Wrath of the Lich King. Questing in Wrath was a streamlined experience merged with storytelling. Each zone had its own defined storyline, and each storyline was neatly divided into quest hubs along the zone. Rather than merely picking up zhevra hooves or performing otherwise menial tasks, players were taken on a progressive, purposeful journey through each zone. Whether you were Alliance players discovering the origins of the human race or Horde players inducting taunka into the Horde, each faction had its own unique purpose for being in each zone of Northrend.
But those purposes all tied in to the ultimate conflict: the battle happening in Icecrown and the final assault against the Lich King. That wasn't to say that there weren't other tasks to deal with in Wrath of the Lich King; Malygos' war with the rest of the Aspects and the mages of Dalaran was another conflict highlighted in Wrath as well. Yet the primary focus of the expansion, from the first trailer to the last, was always the Lich King and the Lich King's defeat.
The way that focus was handled was brilliantly done. Players started out on the shores of Northrend, each zone feeding seamlessly into the next. But the zones, and Wrath, were shining examples of layered storytelling. Sure, each zone had its own unique storyline. But behind that storyline was a smaller thread that fed into the main Lich King storyline. By layering the storytelling in this fashion, Wrath had a kind of purposeful drive to it, even more so than the Burning Crusade.
4. The nostalgia factor
After two years in "outer space," players were ready to return home -- and the familiar faces of classic WoW were there to greet them, in slightly different context. Well-known figures from classic WoW like Bolvar Fordragon, Gryan Stoutmantle, and Varok Saurfang all waited to welcome the return of heroic players from Outland. But it didn't stop with classic faces. Characters from The Burning Crusade made their way to Northend as well, including Garrosh Hellscream, Budd Nedreck, and Asric and Jadaar, whose bickering had been a constant source of amusement for those who wandered Shattrath City. And even Hemet Nesingwary, whose exploits spanned two expansions, made a triumphant return in Wrath.
It wasn't just that those faces were present -- it was that those faces remembered you. Bolvar Fordragon recognized players who had completed the quest to unmask Onyxia in classic. Gryan recognized players who'd completed the People's Militia quests in Westfall. And Saurfang had different responses to players who'd turned in the head of Nefarian and the rare players who carried the Scarab Lord title. That moment of recognition was a moment of unexpected joy for many players.
But it wasn't just the nostalgia of classic WoW that was brought to the forefront. Wrath of the Lich King and the exploits in Northrend directly tied into the events of Warcraft III. Throughout the leveling experience, players experienced reminders of the story from the classic RTS game. From the memory of the first moment Arthas' hand touched Frostmourne, to the fight between Arthas and Illidan, to the Caverns of Time instance that let players play through the purging of Stratholme, Wrath was a return to the comfort of days and stories past.
3. World development
The nostalgia was nice and the questing was fantastic, but Wrath did more than just streamline quests and offer up a unique kind of nostalgia for Warcraft fans. In The Burning Crusade, we finally began to see a little movement in the world of Outland -- NPCs that appeared to have lives of their own, storylines that affected entire zones. Wrath took that progressive storytelling one step further and completely blew it out of the water. Where The Burning Crusade had a few brief moments of interactive storytelling, Wrath ran with it, from beginning to end.
Faction leaders were no longer relegated to their capital cities; they were out in the world, traveling and fighting the war against the Lich King alongside players. Horde players actively recruited a new race, the taunka, into the Horde. Alliance players delved into the history of the Lich King, and the origins of both the human and gnomish races. Both sides clashed in the climatic battle at the Wrathgate and the invasion of the Undercity immediately after.
And the story of the conflict that erupted between Alliance and Horde continued through the introductions of raids, and the cinematics that accompanied those raids. The Ulduar cinematic shone as not just an introduction to a new zone, but the introduction of a clash of personalities that would carry all the way into Cataclysm and beyond. In Icecrown, the clash came to the forefront, with both sides fighting their way through endless Scourge -- and each other -- in a race to finally put an end to the Lich King.
Through phasing and cinematic storytelling, players were a direct part of the outcome of various areas and zones. The world was no longer a static place; it moved and changed with every action the player made. It was the first time that players felt the affect of their actions and how they changed the world around them through their questing. But it also changed around the players regardless of their actions -- the story of faction conflict and the desperation of both the Alliance and Horde leaders an ongoing process behind all the player development. The addition of this depth of interactive storytelling shot a spark into the world of Azeroth and brought it to startling life.
2. Achievements
Wrath also saw the start of the achievement system -- a system with no real value in terms of scoring amazing loot or improving your character's DPS, but a system that was immensely popular nonetheless. Suddenly players that didn't have any quests to complete or dailies to do or raids or PvP to partake in had something else to occupy their time. Sure, the points you racked up couldn't be used for anything, but they did serve a purpose -- bragging rights, and a way to measure all those odd little accomplishments you'd completed during your stay in Azeroth.
And there were achievements for everything -- obscure ones that sent you around the world to read books or show the critters of the world how much you loved them. Ones that required a time sink, like reputation grinding or simply completing as many quests as you possibly could. Random chances of luck, like rolling a 100 on a need or greed roll in a dungeon. And even holiday achievements that ultimately rewarded a 310 speed flying mount.
But there were specialized achievements, too. PvPers suddenly had more to work for than just racking up kills or gaining rating; they got achievements for gaining that rating, too. On top of that, they got achievements for completing obscure objectives in Battlegrounds and gaining reputation with the various Battleground factions. Raiders got a series of achievements to complete as well, from the simple completion of a raid to performing a ridiculously difficult series of tasks that eventually evolved into the heroic raids we know today. Speaking of raiding ...
1. Revolutions in raiding
Raiding received a slight shift in The Burning Crusade from 40-man raiding to a more manageable size of 25-man raiding. On top of that, Karazhan and Zul'Aman were made for even less. But Wrath took what was started in The Burning Crusade and changed the face of raiding to what we see today. Raids were no longer 10- or 25-man-only -- every raid in Wrath of the Lich King could be completed with both, depending on how many people you had around. This was the start of 10-man raiding guilds, and today, there are thousands of them out there -- thousands that would have never gotten their start if it weren't for the design changes made in Wrath.
And that was only the start of it. With the introduction of the achievement system, raiders got to try their hand at a series of nigh-impossible tasks that made the raids that much more difficult to complete. Completing these tasks not only rewarded achievements; they rewarded titles and mounts as well. With the introduction of Ulduar, deliberate mechanics were introduced that kicked the bosses into hard mode encounters. Speeding through Thorim's hall of death, pushing that delicious red button behind Mimiron, choosing not to take keepers with you into Yogg-Saron's lair -- each had a deliberate effect on the flavor of the encounter and made it much more difficult. Each also rewarded raiders with additional loot unique to the hard mode encounter on top of the achievements, titles and mounts.
This led to Trial of the Crusader and the formal introduction of heroic raids -- raids that were significantly harder to complete, and offered greater rewards. It also led to a change in mechanics. Raid leaders could now choose which raid they wanted to complete and what difficulty they wanted to complete it, either 10-man or 25-man, normal or heroic. Each mode offered different loot and rewards, giving raiders a multitude of choices to pick from for raiding content. It was so far removed from the days of classic 40-man raiding as to be unrecognizable, and it allowed a whole new generation of players to finally take the leap into raiding and experience it for themselves.
Wrath of the Lich King was an absolute evolution in the way that World of Warcraft was played. From the seamless leveling experience to the addition of multitudes of content for players both casual and hardcore alike, Wrath was a vivid, interactive landscape of gameplay for everyone who played, with scores of reasons to love it. But in that evolution, there was also a disconnect. The startlingly lifelike landscapes and the increasingly interactive continent of Northrend stood in sharp contrast to the rest of Azeroth and the world of classic WoW -- which is why, in part, the latest expansion was the next logical step to take. But that's a list for next week.
World of Warcraft: Mists of Pandaria is the next expansion, raising the level cap to 90, introducing a brand new talent system, and bringing forth the long-lost Pandaren race to both Horde and Alliance. Check out the trailer and follow us for all the latest MoP news!
Filed under: Analysis / Opinion






Reader Comments (Page 1 of 4)
Shinae Nov 15th 2011 4:09PM
Wrath has been my favorite expansion, so I could not agree more with this acticle.
Great write-up, Anne!
(Not to say that I hate Cata because I like it, too.)
Shinae Nov 15th 2011 4:18PM
Also, as someone who loves to run instances as a tank or healer, I cannot overstate how much of an impact the dual-spec feature made on my gameplay. It made it so much easier to do dailies and other soloing.
Boz Nov 15th 2011 4:55PM
No question, it was by far my favorite as well, and I'm surprised Stickney only went with five reasons: There are TONS of reasons to love WotLK!
DUNGEON FINDER
Overhauled in 3.3.0 to allow cross-realm queuing that instantly ported gamers to the dungeon. This changed the game in an immediate and comprehensive way. Depending on your point of view it either made the game significantly more accessible or "ruined" the sense of server community.
It allowed nearly every gamer that was interested quick access to Heroics. With Heroics running 30 minutes or less in most cases it meant that casual gamers could gear up for entry-level raids, particularly since Emblems of Heroism and their successors could be used to purchase extremely powerful gear.
Not only that, the Dungeon Finder worked for lower-level dungeons. This allowed leveling gamers to actually experience dungeons like Razorfen Kraul and Blackrock Depths in level-appropriate groups.
Finally, in later iterations it allowed instant access to holiday bosses like Coren Direbrew, making what was once an arduous trek to Blackrock Depths and an awkward rotation of daily quests quick and easy.
It was, in my opinion, the most important development in Wrath of the Lich King, if not the game.
VEHICLES
For better or worse, from riding a Mammoth or a Siege Engine in Borean Tundra, to riding a "rail-shooter" horse in Grizzly Hills, to the back of a Storm Giant in Zul'Drak (Storm King's Vengeance, how I loathe thee *shakes fists*), riding an abomination construct in Icecrown, and even blasting through Ulduar, vehicles were everywhere in Wrath of the Lich King.
It added variety to gameplay and some unique quests that would otherwise have not been possible without a vehicle interface. It was occasionally buggy and frustrating (*ahem* Oculus dragons), but the change of pace was - for the most part - welcome.
HEIRLOOM GEAR
For better or worse, Blizzard gave players with level-capped characters the opportunity to accelerate the leveling process for their alts. Since Heirloom gear was Bind on Account, it also allowed players to gear low-level alts on the opposite faction where they might otherwise have no resources in terms of gold and materials. This encouraged many players to go back and try out new races and class combinations where the level process might have previously appeared daunting (remember, this is pre-Cataclysm, and low-level questing areas had yet to be overhauled).
WINTERGRASP
or "How I learned to stop worrying and love Siege Engines"
World PvP changed dramatically with the introduction of Wintergrasp. Blizzard's prior attempts at World PvP - Eastern Plagueland Towers, Hellfire Peninsula Towers, Nagrand - had mixed results. Wintergrasp allowed gamers from a particular server to gather for a world PvP event on a regular schedule.
Despite balancing issues with regards to Tenacity, the objective-based assault on Wintergrasp Keep was, for the most part, successful in getting same-server players together for PvP.
DUAL-SPEC
I know you already mentioned it, Shinae, but this was a Godsend for anyone looking to both raid and PvP, or heal and tank, or tank and DPS, or whatever other combination of gameplay a player could want. Sure, you could go back to the trainer and unlearn your talents manually for a fee, but that's a long trek to make when you just had your tank healer leave due to a personal emergency! The amount of options afforded by the system made raid composition much more flexible, and allowed some players previously pigeonholed into a particular gameplay style on-the-fly access to new roles.
Anne Stickney Nov 15th 2011 5:14PM
@Boz - This was easily the most difficult out of the series to write, because there were so many reasons. I could have gone on for six pages (and my editors would have happily strangled me!), because Wrath encompassed so much development.
Boz Nov 15th 2011 5:32PM
Well then, Stickney, we'll just have to keep it going in the comments, then. Here, I don't want to work today, so I made this up (a little wonky in parts); enjoy:
-------------------------------
To the tune of "Those were the days"
The theme from the show, "All in the family"
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Boy the way Thrall led the Horde
Among his crew he was adored
Players like us we had it made
Those were the days
Didn't need no Garrosh crap
Thrall was boss and that was that
Gee our Dalaran portals were great
Those were the days
And you knew who you were then
Belfs were girls and men were men
Mister we could use a leader like Tirion Fordring again*
Alliance seemed to be content
Fifty gold paid the rent
The Argent Crusade put up a bunch of tents
Those were the days
Take a little Raid daily
See Archmage Timear for some emblems
Have yourself some epic loot that cost you under a fin
Heroics were short and raids were long
I don't know just what went wrong
Those were the days...
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*The Light rest his soul.
RothKeahi Nov 15th 2011 7:54PM
Why are we blessing the soul of Tirion? Last I saw he was still alive in WPL planning to build a statue celebrating his 100th statue of himself in Azeroth.
Amnesiatic Nov 15th 2011 8:09PM
Y'know that Tirion isn't dead yet, right?
DarkWalker Nov 15th 2011 8:50PM
@Boz:
I completely agree with you on the Dungeon Finder, Dual Spec, etc, but I don't see Wintergrasp in a completely positive light.
Guess what is the result for granting a very nice benefit (in the form of extra dungeon rewards and an extra "raid") for just being part of the dominating faction, with no actual effort required? Imbalance. Wintergrasp pushed players into moving to the dominating faction like nothing before. I blame it for the fact one of the servers I played degraded from somewhat imbalanced to a one-sided affair.
Also, Blizzard's efforts in balancing Wintergrasp ended making it just an open world BattleGround. Players don't walk into it and take part in the fight; they queue for it, and are sent there in identically sized teams. External interference is also impossible, since anyone trying to get into the fray is just ported out. Wintergrasp and Tol Barad, nowadays, are just glorified battlegrounds without cross-realm queuing and running on a timer.
Hillazon Nov 15th 2011 4:10PM
The best things about Wrath were that it had PLOT and PERSONALITY.
The overarching plot ran throughout all the zones, and was interesting and culminated in the final raid.
And all the bosses (both instances and raids) had personality, great voices, and were infinitely quotable.
but as for Cata: your pathetic expansion will BETRAAAAAAAAAAYYYYYYY you
Shammytime Nov 15th 2011 4:35PM
well there was that one time in the mountains...
Mortenebra Nov 15th 2011 4:43PM
... We named him Dranosh...
Juzelle Nov 15th 2011 7:50PM
NO NO NO NO NO NO NO NO!!!
Shyster Nov 15th 2011 8:18PM
Don't look so smug! I know what you're thinking, but Cataclysm was merely a set back. Did you honestly believe I would trust the future of WoW to some giant chinned, half-insane Dragon Aspect? Hahahaha... Oh no, no, no, he was merely an instrument, a stepping stone to a much larger plan! It has all led to Pandas...and this time, you will not interfere!
Thomas Higgins Nov 15th 2011 11:11PM
I wonder if there will be an achievement for killing Pandaren in the game? Sort of like, "Big Bear Hunter" - just kill fifty of them in pvp or pve.
alapin Nov 16th 2011 4:53AM
@ Shyster: After having put that place to farm mode on several toons for that white hawk and having to listen to that long-winded speech almost 4 times a day, I nearly died laughing after reading Kael's true intentions as you put them. I guess Wrath, Cata, and Pandaria were just part of his 3 step program to domination of our bank accounts.
goldeneye Nov 16th 2011 9:55AM
NINE !! NINE !! NINE !! NINE !! NINE !!
I know Uldum isn't the most loved zone (and I'm in the wrong xpack). But that line by Cmdr. Schnotz made me laugh out loud and attempt to explain something WoW to my wife (futile attempt #5468).
Wonderfully set up and executed.
Bart Nov 15th 2011 4:11PM
WRath had some nice new questing and raid ideas, but the fact most of it was made a cakewalk after a single patch or incredibly dull after the first time around (My guild has dubbed 68-80 as Snorethrend) makes it less amazing than it could have been.
Brett Porter Nov 15th 2011 4:59PM
Ummm that's what happens whenever you do the same exact quest over and over again. It's bound to happen with anyone that has alts (this coming from someone who has many).
Bart Nov 15th 2011 5:03PM
(WTB Reply to a reply button)
I found Northrend quests to be neat at first, but in comparison to 1-60 and 80-85 they're just dull. And in -my- personal taste Northrend (Besides Sholozar) is a bit boring to look at (Lots of white/brown/blue) which doesn't help.
'Course everyone has different tastes.
sh0wtime Nov 15th 2011 4:15PM
No.
Wrath ruined raiding, introduced 15 minute heroics that had to be farmed to buy tier gear, forced Gearscore down our throats, and gave us two god-awful battlegrounds
"Seamless questing" are you serious? I have, on several different toons, ran out of quests in Icecrown, Grizzly Hills, Storm Peaks, and Zul. Not seamless, just more go get me 5 boar livers and by the way only one in three boars have livers.
Let's not forget the clunky and unfinished vehicle mechanics that were thrust upon us and were broken at release.
Wrath was horrible and we must remember just how bad it was.