Know Your Lore: Top 10 lore developments of 2011, part 3, page 2
2. Zone lore and revamps
The good Oh hello, Cataclysm. This expansion was the first of its kind -- it presented an event that dynamically changed the world, and the world reacted to it accordingly. Instead of being a new set of zones to visit and explore, the actual world of gameplay that we knew from vanilla was completely redesigned. The sheer amount of effort and time it must have taken to accomplish all of this has to be recognized and lauded, because without Cataclysm, we'd still be playing a seven-year-old game every time we rolled an alt.
But Cataclysm didn't just change the vanilla world; it revolutionized it into an interactive story with a cast of thousands. Each zone in Cataclysm has its own unique story behind it, and each story plays out in its own time. Some stories have been resolved, and others have been left to be addressed later -- and that's a good thing in and of itself. I've said it before, and I'll say it again: World of Warcraft at its outset and through the first two expansions was primarily about addressing issues and events from the original RTS games. With the conclusion of Wrath, there was really very little left from those previous games to draw from.
What these zone revamps have done is introduce a whole host of new situations and scenarios to draw from for future content. We are past the point of relying on old games for current content; we are now in a new age of Warcraft, where the stories and events that have yet to be written have to be drawn on from current material. And these zone revamps used every trick of every piece of development that I've covered so far to present a new story that is fresh, dynamic, puzzling and entertaining.
If you have not played through the new 1-to-60 zones, do it. If you do not want to roll an alt, take your level 85 through. It'll be a much faster experience than simply playing through the zones as intended, but I guarantee you, seeing the amount of development that these zones have experienced, playing through these different areas and experiencing the new stories, this is something that should absolutely be on your bucket list of things to do before Mists. If you are at all interested in the lore and what is to come, these zones are a must-see.
The not-so-good This ... is a little touchy, honestly. The inherent problem with these zone revamps is something that is a problem with Cataclysm itself -- they are not required material for max-level players. So players at level 80 have no real reason to go back and play through all of this new content, and they miss out on all of the story and all of the effort that went into redesigning these zones. This is a real pity, because a lot of these new zones offer some of the most innovative and engaging gameplay that WoW has ever seen. This isn't the fault of the development team, or the story team, or anybody else. Cataclysm was a revamp. Players at max level never go back to look at content that won't give them some kind of tangible reward, so they simply ignore these 60 levels of amazing gameplay.
How things can improve You ready for this? This may be the most polarizing statement I'm going to make about World of Warcraft: Blizzard, do not under any circumstances go back and do a revamp of this extent ever again. People begging for Outland updates? Ignore them. People who want to see Northrend reflect the changes that have happened to the rest of the world? Ignore them. Don't bother touching old content ever again. Leave it as it is. The revamp of old-world Azeroth was more than enough; please pat yourselves on the back and hand out cookies where appropriate to the people that worked on all of these zones.
For those wondering why I'm saying ignore the old content, this is why: Think about Cataclysm, and think about it very hard. Think about how much you enjoyed it. Think about what you didn't like about it. Think about all the times you complained that there wasn't enough to do. The reason it seemed like there wasn't enough to do is because a lot of time and effort was put into making the 1-to-60 experience an enjoyable process again and updating all that old content just like you asked.
If the development team were to update Outland, it would require the same amount of time and effort and result in another experience similar to what you've seen in Cataclysm. Ask yourselves: If Outland or Northrend were completely revamped, would you go back and play through it? I don't think there is enough of a call to update these old zones. I don't think there are enough players tromping through that content to warrant the amount of time it would take to update it and to warrant taking those people away from giving us cool and innovative current-level content.
1. Accessibility
The good The #1 best lore development of 2011, hands down, is the compilation of everything that I've mentioned so far. It's accessibility to lore. Once upon a time, when World of Warcraft was introduced, the only way to really get into the lore was to read all the quest text and go purchase a bunch of novels that had only a marginal relation to what was going on in game. What 2011 has shown us beyond a shadow of a doubt is that those days are long past and will never return. Between all of the revamps and the technology introduced to engage the player in the story in the game, the short stories available freely on the main site, and the new direction of the novels introduced out of the game, the lore of Warcraft has never been so effortlessly accessible to anyone who wants to experience it.
And it's also accessible to those that may not want to experience it, too. Even if you've never picked up a Warcraft novel in your life, you cannot play through these new zones without realizing what is going on around you. You cannot help but become engaged in all of the action; you can't help wondering what's going to happen next. From a lore standpoint, 2011 was the year of story development. It was the year that people started to really stand up and notice what was going on in the world around them.
And even with characters that people are annoyed about, like the overexposure of Thrall, the inactivity of Varian, the mixed opinions of Garrosh -- that negativity should be taken as absolute success. Because in vanilla, nobody was clamoring about what the Alliance or Horde leaders were up to, or how they were treated, or whether or not they had a story worth recognizing. This was because there was no real story to be antagonized about. Now it's become a focus of the millions of players who ordinarily wouldn't have noticed or even paid attention. That's an amazing thing.
The not-so-good The drawback to accessibility is the same thing I'm saying to take as a success. There are now millions of players inexorably drawn into the lore of the game. These players are demanding to see more -- and they aren't getting exactly what they'd like to see. The development's been great so far, but because of all this fantastic development and accessibility, characters and situations that have not been given the same amount of care as others stand out like a sore thumb.
How things can improve Balance, balance, balance. 2011 has made certain that lore is no longer something that is ignored. The key moving forward is to make sure that both sides receive equal amounts of development. There's no need to focus on one character going into Mists; the focus should be spread equally between all. It's about taking time, now -- time to tell the story at its own pace, without rushing one character over another. The story is now Blizzard's to tell, without relying on old RTS games for content. I can't wait to see what it does next.
For more information on related subjects, please look at these other Know Your Lore entries.
- Wrath Retrospective: Lore and the art of storytelling
- Story analysis and the misconception of "lolore"
- Lore 101, Part 2: Canon, continuity and retcon
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.






Reader Comments (Page 1 of 4)
Oz Jan 15th 2012 4:24PM
There is a way to fix the phasing problem. In other MMOs there is a button when in a phased zone that upon joining a group with someone in a different phase brings them to yours. If wow implemented that the problem of group quests vs. phasing is solved.
vocenoctum Jan 15th 2012 6:25PM
The important thing is to separate "instance" from "phase". In TOR for example, if the city is full, there might be a few different instances of the same city. You can hop over to the other.
Phases are not the same version of the same area. Phase1 might have a fire raging, Phase2 might have a forest, Phase 3 might have a flood and they all will have different enemies and different quests.
devilsei Jan 15th 2012 7:04PM
I agree completely.
Besides those NPC "allies" the game lends you? Completely freaking useless. My sister was playing through the Badlands and was near the end of the Pure Black Dragon questline on her warlock. She wanted to finish the quest, but there was practically zero players in the area to help her at that phase of the quest. She's a bit of a casual player, so she can't micro-manage much which meant her allies weren't much help.
I end up stepping in to help her, now because she had the NPC allies, it meant no Demon, and for a Demonology warlock that kind of sucks.
There was two major issues I saw with these buggers.
1) If even one died, you lose complete control of them. The only plus was that I could bring out her Felguard, who was of much more use than the three hordie allies, and finish the boss off.
and
2) No intelligent AI to control them. They have two skills each, why couldn't Blizz just implement a simple "if" thing for the group, so they'd use their skills. Like "IF enemy uses skill, cast interrupt, else attack" or "IF enemy target isn't you cast Taunt, else attack". Other MMOs have given their players NPC helpers who are MUCH smarter than this.
Marshall Jan 16th 2012 5:56AM
I think the best way to address Phasing would be to pull everyone grouped to the "lowest" (or rather, "less-completed") phase, so the people who haven't been through the quests won't get spoiled as to what happens.
"Uh, why is the forest on fire?"
"Oh, you didn't do that quest yet?"
"What quest?"
"[insert name of quest player 1 is currently on]"
"I'm on that one... wait, it's going to do this?!"
Lute Jan 15th 2012 4:24PM
One of the things you left out of the Zone Revamps is that they level you too fast! You would have to create about 3 alts to be able to go through the zones (and hit the appropriate zone dungeons) in order to experience all the lore at an appropriate level. This is made almost impossible with the Guild XP boost, even without the heirlooms. (Turning off XP is pretty hardcore...)
Even today, by the time I clear through Hellfire Peninsula and Zangarmarsh, I have enough XP to go into Northrend. So, I'd propose if they were to redo Outlands, that they approach it similar to how they did in BC to begin with: There are areas of Hellfire that are level 70-only areas. Why not rennovate the 60-70 experience and keep it simple, but then also create the 90-95, or whatever expansions' experience is, as the headline reason to rennovate. *cough*Vengeance of the Void*cough*. Especially now that the Burning Crusade is considered "baseline" WoW.
Just a thought!
ramsayroderick Jan 15th 2012 4:56PM
I totally agree with you. I leveled so fast without even trying, and missed out on seeing a bunch of stuff at the appropriate level, that I contemplated asking Blizz if I could roll back 3 levels (I found out here at WOW Insider the answer would have been "No" anyway). Not EVERYONE is in an all fire hurry to get to end game content. Ghostcrawler addressed this in a blue post, but his answer was that the nerf was so that people new to the game could fly thru in order to join their friends in the end game. Personally, I think that sucks for those of us who prefer to enjoy the journey, who'd rather "take the train than fly". From this point on, I plan to periodically turn off my XP so I can slow down and see just what I'm paying to see.
And the phasing in the new zones leaves them so empty that I spent a week in the Kelpthar Forest without seeing a SINGLE other player. That really sucked too. It takes MM out of the game. I love WOW, but it is disconcerting to spend so many hours all by yourself. If that's what I wanted, I'd just buy a stand-alone, non-online game.
Garnlok Jan 15th 2012 5:25PM
I am so sick of hearing this because it isn't true. You are saying that lvling is to fast and you end up way over leveled for a zone by the end of it. This is simply because everyone levels now with the guild exp boost and heirlooms, which massively increases your exp gain. With these exp bonuses of course you over lvl the zone at the end. Since the start of cata I've leveled three alts with no heirlooms not in a guild and the experience curve has been perfect, ending one zone's quests just as I hit a high enough level to move to the next.
Marcosius Jan 15th 2012 6:33PM
On the other hand, before the exp. bonuses you HAD to do every last one of the quests to advance to another zone, even those ones you really didn't want to for whatever reason. I honestly prefer the new paradigm where i can choose my quests rather than be forced to doing each and every one of them.
vocenoctum Jan 15th 2012 6:43PM
An old issue, but I'll toss it back out there;
The Cataclysm is an expansion that is bought separately.
The Shattering is a remodel and revamp of the old world that is included in the core MMO.
The fact that development time to the Shattering came from the Cataclysm is one of the reasons this expac seems like half of one. In point of fact, I'd say development on the old materials should be separate from the development of the new stuff of an expansion, but that's just my opinion and if the current system is profitable for them, then so be it.
On a different note;
The Shattering didn't advance the world for max level characters, it gave leveling characters a new world in which to advance. The quest dialogue isn't geared towards recognizing who did what before then, and it fails hugely in that regard. If you adventured through Darkshore and united a guy with his bear before, the current area doesn't care, it's not built for you. It's built for some new guy to meet a bear. The PLAYER might feel something at the sights he's seeing, but the character has never been there before.
vocenoctum Jan 15th 2012 6:46PM
I rolled an alt on a different server with no heirlooms or guild, and I'[d routinely outlevel zones. I still did quests anyway since thats why I was there, but it happened. Perhaps I had too much resting xp at any given time, but I think the zones are tuned a little light and the bigger culprit is the xp for herb/mining no.
Mind you, if you're in for the story, then who cares if you outlevel some of the stuff? Then you'll just hit a slow-leveling patch as they give no xp...
detailbear Jan 15th 2012 7:12PM
@Garnlok: None of my toons have heirlooms and I have two toons with no guild and they still out-level the zones. I've resorted to logging out outside of inns in small towns to keep it to a manageable rate. I also try not to kill anything not required by a quest. I think Blizzard overdid it a bit. Those of us going through for the first time would like to see everything.
clundgren Jan 15th 2012 11:02PM
@Garnlock,
I don't know what we are doing differently, then, because I've done the same thing on a number of toons, even rolling on a fresh server. The only way to avoid quest text being greed out by the end of the zone is to do no instances, even ones associated with the zone, no pvp, no gathering professions, and get no rested exp. And even then, I've found, the final quests of the zones will be easy green level, so that you have the worldly inverted progression where the big bad of the zone is the easiest fight.
And it snowballs. Now the starting quests for the next zone are yellow, at best, and quests will definitely be greyed out by the time I get through the zone. I have found no way short of turning off experience gain altogether to complete zones while staying at a challenging content level.
Philster043 Jan 16th 2012 3:59AM
I actually have had the same experience as Garnlock - with my dwarf hunter, I leveled him through thru areas (no heirlooms, no extra increased guild xp) and were able to keep my level constantly at the same pace as the zones I were in. I admit it was a bit of an effort in some places though (particularly the Eastern Plaguelands), but I succeeded at being at the same level as the zones at least in the Eastern Kingdoms. I haven't tried lvling an alt in Kalimdor yet.
The only thing I didn't do, which I knew would make me level too quickly, were doing the dungeons. I only did Gnomeregan and after that I skipped them entirely.
Elmo Jan 16th 2012 6:39AM
So true, I levelled a warlock at the start of Cata and ended up just skipping Arathi and EPL because I already was doing green quests and the first grey ones started to appear.
now I hear it isn't that much of a problem with Arathi since it barely changed but EPL was supposedly a very cool zone.
Snuzzle Jan 16th 2012 1:20PM
Personally, I think it's great that levelling is s fast with how linear the zones currently are. I'm an altoholic, I've levelled probably a half dozen alts through the "new classic" 1-60 zones since Cata dropped, and I haven't had the same experience twice. Sometimes I even went and turned XP off so I could finish a zone before it became trivial.
If you had to do a larger percentage of the quests to reach 60, you would have more overlap if you level a couple alts.
I know not everyone is as in to levelling as I am, but I for one love the "flexibility" they put into such a rigid sytem and I love the revamp. If I have to do the same old Outland grind every time I level a new alt I will just keep dreading 61-80.
GhostWhoWalks Jan 15th 2012 4:28PM
The problem with number 2 is that, while it presented the most issues due to the shortage of endgame content, it HAS to be done. There's just no way around it. Outland, and to a lesser degree Northrend, suffers from antiquated quest design. While the zones don't really need to be changed per se, the quests within just beg to be updated with, if not more recent lore, than better quest layout and design.
It occurs to me that perhaps the biggest issue with the Cataclysm revamp is that they updated the lore of these lower-level zones. Did it have to be done? Arguably yes. But it created this weird timey-wimey ball where we go to Andorhal and the Lich King has been defeated...and then 30 or 40 levels later we go to Northrend and he's back and still a threat. Vanilla WoW and its expansions presented an easily-understood story progression: we deal with the local threats in the areas around our capital cities, visit the frontier, then here comes Illidan and the Burning Legion as a major threat, requiring us to go to Outland. We come back and now the Lich King is making a ruckus, so we go to Northrend to deal with him. We come back, and now Deathwing is destroying stuff, so now we have to go try and stop him. With the Cataclysm revamp, we spend some time dealing with the mess of Deathwing and the Twilight's Hammer in between fighting local threats, then go to Outland for some reason, then go to Northrend, and then we come back and fight Deathwing some more. It's weird.
DragonFireKai Jan 15th 2012 4:55PM
Having to muddle though "weird" leveling is much better than having to put up with another expansion of mutilated endgame like Cataclysm.
DragonFireKai Jan 15th 2012 4:57PM
Having to muddle through "weird" leveling is much better than having to suffer through another mutilated endgame like Cataclysm. Back to back tiers with single digit bosses is completely unacceptable.
GhostWhoWalks Jan 15th 2012 9:59PM
I certainly don't disagree. I'm suggesting that instead of spend so much time revamping levels 1-60, Blizzard could've perhaps stuck with light revamping, for quest design/hubs/progression etc. and used that time to make a longer end-game. We could've gotten plenty more Twilight's Hammer/Deathwing story in 10 levels worth of zones (i.e. 80-90) than we did with 5 levels worth of it.
Philster043 Jan 16th 2012 4:05AM
I agree GhostWhoWalks. I don't think Northrend needs to be touched (I mean just look at these zones - true, it preceded the storytelling quality of Cataclysm but they WERE well done, it'd be a shame to see them entirely be removed), but the Outlands? Ancient history. 100% needs to be revamped, IMHO. I have several alts stuck in Hellfire Peninsula because I can't stand the place anymore.
I do agree, though, with the column writer that the lvl1-60 revamp project did take a lot away from the endgame content of Cataclysm, and if they ever revamp the Outlands, which I think they will eventally do, they will need to do it in a smarter, more effective way. (Besides, now that you can easily outlevel the Outlands by just doing three and a half zones, they could reduce the amount of quests you have to do in the Outlands by half, which would probably result in a better overall leveling experience as well, and it's less work for them to do.)