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
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 2 of 3)
llcjay2003 Jan 8th 2012 11:20PM
Well, to be fair, TOR is a single-player game hidden in an MMO shell. I'm not saying that TOR is not an MMO, it is very much so, it just has many single-player features. They effectively took the awesome dialogue system from ME2 and implemented into an MMO. This required a TON of voice work and it was done brilliantly. Voice acting is a central part of TOR so the emphasis on its quality is high.
As for WoW, they have some talent, but dialogue is definitely not a main feature. Much of the voice work is very well done, whereas other parts...notsomuch.
Jere Hunter Jan 8th 2012 9:47PM
I have enjoyed most of the VO work, but again Tyrand's accent and Aggra (Aggra I give more leeway, she is from outland, and is a brown orc (not red).). The other one that kinda leaves me wondering is the Edward James Olmos voice in the Seige of Wyrmrest. The scene is expansive, he is leading troops (you) as we march to the Temple but he sounds like he is raising his voice just a little across a table or war room (that and I dont know if it really is EJO, but it does sound like him, I just wish it didnt sound phoned in, cause its both awsome and dissapointing at the same time)
icepyro Jan 8th 2012 10:07PM
I used to think there was no such thing as overdoing voice acting and mini-cinematics, but now I'd rather take an arrow to the knee.
zackwbrandon Jan 8th 2012 10:10PM
"Let me introduce you to me new bruddahs, Fang and Claw."
nickwashere Jan 8th 2012 10:43PM
Where be me hatcha? Get ta work on dem eggs!
llcjay2003 Jan 8th 2012 11:25PM
I am not going to lie, I find the troll accent and even the text infuriating. There are times where I have to really pay attention when listening and take my time reading what they say. Having the text spelled the way it sounds makes it worse when trying to discern what the @#$% the trolls are talking about.
When talking to someone in real life with an accent, it is one thing, but having to deal with it in a video game is annoying. When it becomes a phonetical and grammatical pain in the ass, I get frustrated.
Meatball Jan 8th 2012 11:47PM
The voice acting stops abruptly after Deepholm. Uldum has zero voice acting, and only the beginning part of Twilight Highlands has it. Shadowfang Keep and Al'Akir are also -still- missing voices.
shirtntie Jan 9th 2012 4:57AM
The not so good of the recent novels is that they are revealing too much of the game's story outside of the game. Another blogger said "for $29.99 you too can know what's going on!"
http://childrenofwrath.blogspot.com/2011/12/for-2999-you-too-can-know-just-whats.html
Why can we not learn about the lore of WoW inside if WoW? Why has supplementary reading material become so essential? On the WoW show "Legendary" the host along with his co-host mentioned how Aggra just appeared out of no where, with absolutely no backstory...because its all in a book.
chaki Jan 9th 2012 12:49PM
This. So much.
Aggra is one of those issues. I refuse to read the books when i have to read them. I want to enjoy lore because i want to deepen my knowledge on stuff in the world, not because i have to know basic stuff.
One could say "Hey, you enjoy the lore, so you should read it anyway" but this is not an argument i support. We play the game already, pay a fee and expect a wholesome experience. This encompasses the graphics, the gameplay and the whole narrative.
The novels right now feel more like visiting a theatre and out of the blue a new character drops in and everybody acts like he's always been there and her own conflicts are known to the audience.
Barachiel Jan 9th 2012 5:47PM
@ chaki
Actually movies *are* guilty of this too.
Anyone remember the '09 Star Trek? Remember how Nero was a really flat villain, with a paper thin motivation, and just came off as a whiny emo git? Also, there was the huge plot hole of him apparently having *waited* 23 years to wreak vengeance?
Well, if you read the comic prequel, Countdown, you'd know that Nero wasn't just some emo git whining over his world being fried by a stellar scale natural disaster, and blaming some guy he never met for not pulling a miracle out of his ass. In the comic, nero and spock were friends. Nero came his defense in the Senate, and he and Spock conspired on the big cure. A cure that needed help fromt he Vulcans. Spock failed to convince the Vulcan government to turn over the needed equipment,and while he did eventually *get* (read: steal) what was needed, it wasn't in time. They got there in time to see Romulus die. Nero snapped, shifted all the blame on the Vulcan for refusing to help them, and Spock for "betraying" him. In the comic, Nero was set up as Spock's personal Khan. And the movie removed every trace of it.
The whole waiting thing? in the deleted scenes, Nero hasn't been on a vengeance crusade because he and his crew got captured on shore leave, or something. I forget the specifics. They were stuck on Rura Penthe, not just chililng in deep space for 23 years.
Grimalkin Jan 9th 2012 5:11AM
I'm little surprised by your evaluation of the voice acting, especially considering later content patches.
Mork Jan 9th 2012 6:58AM
I'm a fan of voice acting helping to draw you into the character or moment, but my only issue with a lot of the cataclysm stems from what, unfortunately, I can only describe as bad writing. It's not the accents or the sometimes overdone voice effects, but what key characters say that can be a put off.
"It is good to see you again, Alexstrasza. I have been busy...in my absence" -Deathwing.
Though I can guess via context what he's implying, it's just such an awkward sentence and one that makes me cringe every time I hear it.
That's a singular example, but there are plenty that just don't do it for me. Sometimes characters may have annoying voices (XT!) or go through massive transitions through time (Sylvanas, Tyraande) but I can deal with that if what they are saying is inspiring.
That all said, I really wish blizzard would separate the volume sliders for combat sounds and voice overs. I usually like to listen to the game music the first few times through things and appreciate being able to turn it off later, it's great for things like normal mode progression versus heroic modes. Not a lot of vent chatter for normal stuff so I can enjoy the music/combat sounds more, but need to pay attention during heroics to call outs and such. What has always bugged me, is I really enjoy the epic atmosphere that the combination of graphics and sound create, but I always find the boss voices to be muddled behind the sounds of combat. Perhaps it's due to being melee and hearing all the other stuff going on? Regardless of the reason, an option to turn down combat sounds, or "boost awesome boss sounds" would be very appreciated. I've watched countless heroic kill videos or fan made videos/music containing wow boss sounds, and frequently found myself wondering why I never heard any of that, or 'oh that's what they said there'.
Charron Jan 9th 2012 10:21AM
Here here! I don't know what 95% of the raid bosses sound like since Vanilla. I said in another comment, it's silly to have it tied to combat sounds.
Matheus314 Jan 9th 2012 7:54AM
Why the Old Gods liutenants (Zon'ozz and Yor'sajj) don't say what it's written on their emotes?
And as a side note: Valthiria Dreamwalker, I hate your voice, sometimes I really don't know why I am healing you...
The Dewd Jan 9th 2012 12:18PM
I think their voice acting matches what they say but not what they whisper, which is a translation.
Matheus314 Jan 9th 2012 12:26PM
A translation? But its not english... =/
Urza Jan 9th 2012 7:53AM
One issue I have, which may or may not be changeable by settings, is that I have to be looking at the person and close to them to hear the voice acting. Invariably I'll hear little snippets because I'm moving or not standing in the correct place when they start.
Is this just me?
Merinna Jan 9th 2012 8:42AM
OMG! The Voice Acting? It was terrible! 4.3, listening to Illidan snarl through the whole instance made me glad he was dead. That ridiculous accent Tyrande acquired? Bleah. Thrall, an Orc, lecturing Archbishop "POWAH!" Benedictus about selling out the human race, was ludicrous. Alexstrasza sounded like a cranky old lady.
In part, these characters already had voices who are apparently not available anymore and they thought we wouldn't mind the change. Or else my imagination was doing a much better job supplying that character's voice than whatever overwrought voice actor they found to do the job.
Another aspect of this problem is quite often the hyper-tense voice acting doesn't really match the tension on-screen. And it doesn't complement it either. Take a ride with Aronus (sp? The green dragon who flies us into Hyjal for the first time) and listen to that actor's tremulous with horror take on the lines and contrast that against what appears to be a perfectly lazy fly-over of new territory.
And are the Pandaren NPCs all going to talk with fun manchu voices? You know that's how it's going to go and that we'll all end up hanging our heads in shame over it.
I have to say I'd rather hear considerably less talk in the future.
Sinderion Jan 9th 2012 10:19AM
Ya this comment shows how little blizz can really get from discussions like this... many many ppl love the vast majority of it, including myself, but there are plenty of posters who complain about it for no apparent reason. It's like reading movie reviews... some of them are so steeped in personal prefference there is nothing that can be done?
Voice acting is good. Believable voice acting with appropriate emotion is good. If you find it funny and irritating when an NPC is ... sorta.. acting his/her heart out, when all you're doing is trying to cap your VP... remember, there is NOTHING blizz can do to make you feel the same emotion/excitement/concern the 100th time through. It's there for the first few times.
Imagine if you were given money for every time you watched a rerun of scrubs, the simpsons or that seventies show. Ya there are some that are annoying, but get over it, you're getting what you came for, the rewards.
TLDR; Above illustrates myriad of opinions on the subject. Having voice acting, believable, engaging, voice acting, is better than not having it. No question.
Charron Jan 9th 2012 10:26AM
Sorry, no link, but didn't they get the same voice actress for Tyrande as before? Could have sworn there was a blue post about it or sonething.