Know Your Lore: Top 10 lore developments of 2011, part 2
The development of lore in WoW has ramped up over the years. While vanilla saw a few lore developments, players could still wander the lands of Azeroth with nary a clue as to why they were there, skipping quest text altogether in favor of simply getting the job done. The Burning Crusade saw more of these lore-related quests introduced, and Wrath pushed the concept even further. But Cataclysm's taken lore and gameplay to a new level of interactivity.
Last week, in segments #10 through #8, we talked about a few of those innovations in lore development, include the emphasis on focused, directed storytelling over the aimless wandering days of vanilla WoW and the trend of releasing free-to-read short stories on the official website. Both of these have their ups and downs, but the short stories weren't the only focus of Blizzard's writing department.
Read: Top 10 lore developments of 2011, part 1

The good Warcraft novels existed long before the release of WoW. These novels took various elements of the game and fleshed out the story for those who wanted to read the full version, but they never really tied into the games in a dynamic fashion. If you wanted to read more about Medivh, you could always pick up The Last Guardian, but the novel really didn't have too much to do with the actual gameplay of Warcraft: Orcs and Humans. In regards to WoW, the novel Cycle of Hatred attempted to flesh out the lack of story between the end of Warcraft III and the beginning of WoW, but it didn't have too much to do with the actual story of WoW itself.
Arthas, released during Wrath of the Lich King, was a well-written book that told the story of Arthas Menethil and his rise as the Lich King that was the focus of the Wrath expansion. But though the book discussed elements of Arthas' rise to power, it didn't really address anything that was actually going on in Wrath, present day. Stormrage was a bridge between what we'd seen in game in regards to the Emerald Nightmare and a resolution of those events -- something that I to this day wish we'd been able to see in the game itself. And then we had The Shattering in 2010.
The Shattering was another bridge novel, this time tackling the events between the end of Wrath and the Shattering patch just before Cataclysm's launch. It was brilliantly written and featured all kinds of character development that tied directly into what we would be seeing in Cataclysm, setting the pace for the two novels released in 2011, Thrall: Twilight of the Aspects, and Wolfheart. While other novels in the Warcraft stable were stand-alone pieces that didn't really tie into what was going on in the game, 2011 represented a marked change in the way Warcraft novels were presented.

There is a huge difference in the style and stories presented in 2011 and the stories that have come before. The Warcraft novels are now a dynamic part of the game, representing lore that actually weaves in with what we are playing every day. This jump from stand-alone novels to novels that actually fold into current lore is a major one, and it breathed new life into a print series that was previously just something to read if you had some spare time.
The not-so-good There were a couple of issues with the novels released this year, the most glaring one being their order of release. Wolfheart takes place immediately after the cataclysm, yet the novel wasn't released until fall of 2011, far later than it rightfully should have been. The other issue ties into what we discussed last week -- lack of Alliance development. While Wolfheart was a really well-written novel that discussed Alliance issues in detail, we never really saw any of that development reflected in game. For Alliance players, this is an absolute pity, because Wolfheart did an amazing job of pushing Alliance development along.

Twilight of the Aspects did an amazing job with that. The novel told the story of Thrall's journey up to the point of the quests introduced in patch 4.2. The events in the novel led up to what Thrall is now doing in patch 4.3, and there was a short story released on the official website that acted as a further bridge between the two. It was a little sloppy, but it's the first time we've seen Blizzard do something like this, and further refining should turn it into seamless progression.
Wolfheart, on the other hand ... I loved the novel Wolfheart. It is easily Knaak's best work, hands down. But there was no tie-in whatsoever to anything that happened in game, and the release of the book was far too late for most to really care about. If Blizzard is going to continue tying novels into the game like this, it needs to take extra care to make sure that those novels come out in a timely manner. And speaking of Knaak, and Golden, too -- I love them both dearly, and I love their work, but hey, why not throw some other authors into the mix? There are several really amazing short stories on the website right now by authors that absolutely have a grasp on Warcraft characters. Why not give them a chance to write a full-fledged novel?
6. Cinematics
The good Back in 2010 when I was discussing the good stuff we got out of Wrath, I talked about the use of cinematics as a method of storytelling. We had a few cinematics in Wrath, and I wanted to see more of them. We got more in Cataclysm ... sort of. Rather than full-fledged cinematics, what we saw was the introduction of what I'll call mini-cinematics. These are cutscenes where the gameplay is interrupted and the camera takes over to highlight what the character is doing, without need for character control.
Part of the inherent problem with understanding lore in vanilla WoW was that there were two choices for learning it: read the novels, or read all the quest text. Basically, reading -- something that not everyone was really enthused about doing. What these mini-cinematics do is eliminate the need to read all the quest text by presenting the story right in front of the player. And by doing that, they create the urge to read the following quest text, to find out what happens next. Rather than simply expecting the player to read, it's a game of engaging the player in watching something, then using that engagement to encourage them to read further. And it works.
As far as the full-blown cinematics, they've been worked into something that is utterly ingenious when you realize what exactly is going on in Dragon Soul. The cinematics between each sequence aren't just there for flavor's sake. They are present as a buffer between phased zones. After you defeat Ultraxion, there needs to be a reason the Alliance airship suddenly shows up, so a cinematic eloquently expresses this, while the phasing is going on in the background. There's no real way to convey the jump from the airship to Deathwing's back, so a cinematic works again in perfect harmony to illustrate this, and again when tumbling from Deathwing's back to the Maelstrom. It's a brilliant way to breath new life into raid situations and introduce raids that are far more engaging than simply walking from point A to point B.
The not-so-good Much like vehicular combat in Wrath, we've again got a really cool concept that is so amazing that it was entirely overdone in certain zones. Don't get me wrong, I enjoyed Uldum -- but half of the zone was taken up by these mini-cinematics. Complete a quest, get a cinematic. Complete another quest, get another one. It went from being engaging to disrupting the gameplay and turned into a frustrating experience rather than an entertaining one.
How things can improve All it needs is a little scaling back. Zones like Silverpine and the Stonetalon Mountains had the perfect balance between gameplay and events, with just enough story introduction to be engaging, without being obtrusive to the actual gameplay. Uldum, on the other hand, suffered from entirely too many of these mini-cinematics and is an example of when cutscenes go entirely too far. If it starts hampering gameplay, it stops being fun.
5. Voice acting
The good Voice acting in Warcraft has always been something that was there, but you didn't necessarily notice. Bosses in various dungeons had voices, but quests themselves didn't really have much in the way of voice work. In Cataclysm, this changed in a noticeable way, with more and more quests having voiceover work that you didn't necessarily need to hear but helped move the story along. It was a subtle introduction, one that worked hand in hand with the mini-cinematics mentioned above, but the further you got into Cataclysm, the more you noticed the voice work.
And these voiceovers are great. Characters like the tiny, angry Stormcaller Mylra in Deepholm suddenly had a voice to go with the quest text. The voiceovers do what the cutscenes also do -- they offer another way for players to get engaged by the lore of the game. Listening to a quest NPC as they chat about what they are doing gives further incentive to click and read. And it's fun to hear what they have to say!
The not-so-good Voice acting is varied depending on where you are and what you are doing. Some zones have a lot of it; some zones don't really have a ton to offer. On the one hand, this means that when you run into voice acting, it's extra special; on the other hand, it means that scenes where you'd really love to hear voice acting -- like Johnny Awesome's amazing monologue when you head into Hillsbrad Foothills -- remain silent. It's a pity when you see an amazing cutscene, like the one between Rheastrasza and Deathwing in the Badlands, but you cannot hear what these characters sound like. That scene, among many others, would have benefited from voice acting in a tremendous way; it already had a lot of impact, but voice acting would have taken it one step further.
How things can improve More, please! But not too much. Games like Skyrim suffer a little because you have to listen to what the quest people are saying. In the early days of playing, it is enchanting. After playing the game for awhile, it becomes a time-waster. Suffice it to say, having more voice acting would be incredible and continue to breathe more life into WoW -- but if it becomes a point of hampering the natural progression of gameplay, opt for less rather than more.
Next week, we'll take a look at the top of the top lore developments of 2011, including a revisit to an old friend from Wrath, who still seems to be the pesky spectre that haunts traditional gameplay with others.
For more information on related subjects, please look at these other Know Your Lore entries:
- WoW Insider's chronological guide to all Warcraft lore in print
- Wrath Retrospective: Lore and the art of storytelling
- Story analysis and the misconception of "lolore"
- Lore 101, Part 2: Canon, continuity and retcons
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






Reader Comments (Page 1 of 3)
Yvl Jan 8th 2012 6:29PM
Voice acting's a good thing to have and all, but if I had to choose between having to hear SIndragosa's voice actress again and never hearing another thing in the game again, ever... I'd not hesitate to take the latter.
yukonsurfer Jan 8th 2012 7:51PM
Suffer, mortals, as your pathetic magic betraaaaaaaays you!
zackwbrandon Jan 8th 2012 10:08PM
But I loved Sindragosa's voice. It's Pavlovian though, everytime I hear it I want to cry for all of the wiping my PuGs did in that one...
Draelan Jan 9th 2012 2:47AM
Alexstrasza's voice acting has been a real roller coaster ride. It started off good in Eye of Eternity, then we got Twilight Highlands where she sounded like a 70-year-old chain smoker, then we got Dragon Soul where she's decent again.
robsmith77 Jan 9th 2012 9:57AM
I liked Sindragosa's voice, it sounded right. More importantly though, thinking about it reminds of the great times I had with my first guild in ICC.
Charron Jan 9th 2012 10:18AM
I wish voices had their own volume slider, as I normally play with sound off so I can play and talk in Vent. I will sometimes turn the music up slightly so I can hear it, but to have voices tied with all the racket a raid or 5 man party makes is a bit silly.
marmotgirl Jan 8th 2012 7:09PM
Along with the good, there is some terrible, terrible voice acting in the game. Every time I find myself in zoned into Tol'Vir, and I realise that I'm going to have to hear it again...
"Tuurn-back-befoh-eeeht-ees-tooo-laaaayyyyte"
/wrists
nickwashere Jan 8th 2012 8:21PM
Or stonecore:
"Break yourselves upon my body... FEEL the strength of the EARTH."
RhymesWithOrange Jan 8th 2012 8:31PM
There is no good or evil, only POWAH!
VioletArrows Jan 8th 2012 8:40PM
INTRUDERS! YOU! WILL! GO! NO! FURTHER!
Nick Jan 9th 2012 2:40AM
Stike in an area.
shatnerstorm2 Jan 9th 2012 12:44PM
Hagara: "Impossible! NOOOOOOOOOOOO"
Rommster Jan 9th 2012 12:57PM
Shaaaaaaaaaamaaaaaaannnn
paul.morales91 Jan 8th 2012 7:09PM
And lets not forget the voice acting in dungeons. I loved the voice acting in Cata. The new dungeons are an excellent example of superb voice acting. Even the Zandalari heroics, while mind numbing in every other way, had terrific voice overs. The one exception was Hour of Twilight. Arcurion had one of the most annoying voices i've ever heard. If I hear the word Shaaamanaaaaah one more time, i'm gonna punch a kitten (which is a tad ironic, me being a feral druid and all...)
On another note, I hate the people who can't be bothered with the lore. I think I'm the only one now who still chooses to watch the cutscene in the middle of Well of Eternity. The entire reason I into WoW in the first place was because of the story. If you don't care for the lore, why play the game to begin with?
Furiursa Jan 8th 2012 7:48PM
By Elune's tits, every time I hear Arcturion's wheezy diatribe I die a little inside.
And every WoW player I know STILL loathes Tyrande's sudden-from-absolutely-nowhere accent.
Other than those two things it's been a good year for the 'voices of WoW'
Akawaka Jan 8th 2012 7:56PM
Wow you mean some one else feels the same way??? ;p
I feel you so much. I freaking LOVE every lil cinematic and did not think the Tolvir zone was over done at all, though if it had voice acting I never heard any :)
On voice acting though one great solution is thus, have it in the cinematics almost exclusively. You cannot skip them so why not put them almost totally there and those awesome bits of Garrosh and his General arguing with Sylvanas?
I also think wow desperatly needs Wrathgate quality lil movies in a BAD way. I mean just two for Cata? Every race should be given a lil Wrathgate qulity scene, Blizz must have time to do this, it can't possibly be that much a resource drain given how much people love them. I think blizz felt it was being extremly generous with giving just the two and while awesome an expansion should be given more to help in the grind and general enjoyment. The Thrall, Troll and Molten Front quests at 85 deserve one as a reward when finished for instance.
At least they know we love them. I am hoping blizz will make all their unskippible scenes with some voice acting. My vision is going so it would be a relief for people like myself.
Here be hoping Mists gives us more!
Draelan Jan 9th 2012 2:56AM
Yeah, Arcurion is annoying... But I always giggle at Benedictus "There is no good, no evil, no light... There is only POWAH!"
And I agree, I hate Tyrande's accent. (Probably years of hearing her standard on-click voice emotes in Darnassus...) And the way they have her phrase things... "We have not much time" sounds... awkward. It makes her sound like she's not a native speaker of her own language...
Although, I suppose we should be glad that Jaina doesn't constantly babble "All I ever wanted was to study," over and over again in End Time. Not that the phrase itself is poorly done or anything, but after the Battle for the Undercity, I think that phrase alone could send me on a murderous rampage.
eel5pe Jan 9th 2012 10:40AM
it's funny because so many people complained about her voice acting, there was a Blue post confirming that yes, it was the same voice actor.
Sielanas Jan 8th 2012 8:59PM
I was going to be a voiceover actor, but then I took an arrow to the knee.
Lloren Jan 8th 2012 9:40PM
Its funny that you mention how the cutscenes and voice acting add flavor to WoW, but that they're overdone sometimes. (No, this isn't swtor insider) but it's funny that something we consider to be a mildly negative thing in WoW is the same thing that the other game lauds as a feature.