Know Your Lore: The curious dissonance of Alliance leveling
Back when I was writing up the five must-do Horde zones and five must-do Alliance zones articles, I decided to play through those zones again just for experience's sake. In beta and the early days of Cataclysm, I spent a lot of time going through the Alliance 1-to-60 leveling zones and experiencing the content. I remember being really pleased with how well the zones were laid out and how nice it was to see actual story instead of just, "I'd like six pig heads; go get them from the field next door." After that experience, I played through them on Horde side and was terribly pleased to see they were just as well done on the other side of the faction fence.
I didn't really think about it afterwards, and it wasn't until I decided to do these two articles that I took it upon myself to level through these zones again. And this time ... something had changed, a little. Perhaps it was because it had been so long since I'd played through the Alliance zones. Perhaps it was because I had just finished experiencing the Horde zones when I went back to Alliance. But there was something very, very different about the experience.
While leveling as Horde, I was having all kinds of lighthearted fun mixed with bits of serious story. While leveling as Alliance, I felt like there was an oppressive weight bearing down on me at all times, and that weight was never really removed. Odd, that.
The Alliance, from classic to Wrath
The Alliance has never had it really easy, but the days of vanilla were a largely idyllic time in the neverending battle between Alliance and Horde. In vanilla, most of the major issues the Alliance experienced were at the hands of various sources -- a major one being the Dark Iron dwarves, the Blackrock orcs and of course, the Black Dragonflight's major representatives of the time, Nefarian and Onyxia. These enemies weren't just enemies of the Alliance, however -- they were also enemies of the Horde, and the Horde worked just as hard to take them down as the Alliance did.
The various zones of the world were split into either Alliance-controlled areas, Horde-controlled areas, or contested territory, with the majority of zones being contested zones. But speaking as someone who leveled through both in vanilla (Alliance first, Horde later), it always seemed as though most of the zones were far more entertaining and engaging on the Alliance side of things than the Horde side of the equation. Oh, there were fun Horde zones, to be certain, but nothing with the lively amount of engaging interest like early Westfall, Redridge, or Duskwood -- especially Duskwood. It was one of my favorite zones and Alliance-only. And nothing on Horde side could compare to the epic conclusion of The Great Masquerade, in which Alliance players got to fight Onyxia in their capital city.

In Wrath, the balance shifted again. There were plenty of entertaining Horde storylines throughout the various zones in Northrend, but after playing through both, I enjoyed myself on the Alliance side a little more. This was largely due to seeing events that highlighted things that happened in Warcraft III over in Dragonblight -- but it was also due to the effect of Battle for the Undercity. Don't get me wrong, fighting in the Undercity was fun on both sides, but on Alliance, it felt more dangerous. Here we were, heroes of the Alliance, boldly tromping into the depths of Lordaeron's ruins, someplace Alliance players simply weren't supposed to be. Only we had our king at our side along with Jaina Proudmoore, and the whole effort felt far more daring, more heroic.
Cataclysm in the eyes of the Alliance
And then we have Cataclysm. Cataclysm marked a complete overhaul of all of those 1-to-60 leveling zones to bring them up to date. It re-designated territory, and all of a sudden, the embers of anger between Alliance and Horde roared into full-out fire. On the Horde side, players got to explore the effects of Thrall's decision to leave and experience what the Horde was like with Garrosh Hellscream at the helm. The Horde gets to experience the odd, sinking sensation that perhaps their faction is slowly tearing itself apart, and the only person who can bring them back together again has stepped down in favor of saving the world.
But for Alliance, the story is far, far more grim. It's dark, it's gritty, and there's almost no saving grace to it. While Horde zones are interspersed with the silly fun of quest chains like the ones found in Hillsbrad Foothills, there are no real Alliance counterparts. The flavor is completely different between the two. Westfall may appear to be a silly CSI reference, but it's a much larger and more complex story of one shattered little girl who watched members of the Alliance cut off her father's head and dealt with the consequences.
Redridge may seem like a fun reference to Rambo, but the overall tone of the zone is one of desperation in which the Alliance are trying desperately to hang on to what they've managed to build. Duskwood is still as dark and gloomy as ever. Darkshore is a nightmare of kaldorei corpses and devastation. Ashenvale is overrun by Garrosh's Horde forces. Stonetalon features a druid training ground blown abruptly to smithereens by a Horde bomb. South Barrens highlights a decent man just trying to do his job that is viciously murdered by the Horde. Gilneans have to flee their city due to attacks from the Forsaken, forced to seek refuge in Darnassus. The list goes on and on.

For worgen, humankind seems to have given them the cold shoulder, and they've instead been shuffled off to Kalimdor. For night elves, both the Horde and the very land they have settled on are deliberately out to get them, slaughtering the kaldorei en masse. For gnomes, the attempt to take back Gnomeregan was ultimately unsuccessful. For dwarves, the tensions between the Council of the Three Hammers are evident. For humans ... For humans, Varian Wrynn, who did plenty in Wrath, seems to be content to rest on his laurels while the rest of human civilization falls apart and riots right in front of his nose. And for the draenei, they're stuck in a time warp where they are still trying to settle into the Alliance and simply be accepted.
Leveling through a bleak future
That is ultimately the biggest issue with Alliance discontent. The problem is, once you hit level 85 and start going through the Alliance content, it's relatively similar to the Horde stuff. Most of what you see in Hyjal, Uldum and Deepholm is pretty identical no matter which side you're on. Twilight Highlands features a different intro, but both chains ultimately lead to the same thing, albeit with different companions along the way. It's fun no matter which side you're on, from 80 to 85.
Coming from someone who's gone through all of Warcraft, from Orcs and Humans until now, this all makes sense, honestly. There is an overarching cycle to it all, and we'll discuss that at a later date. Speaking as a WoW player since the days of classic beta, when you look at it all laid out from beginning to end through all of the expansions, it all lines up and works out well enough, and the story is honestly compelling when looked at as a whole.
But if you're a new Alliance player just starting out in the world of Azeroth, what you're confronted with for 60 levels worth of play time is a bleak future in which you're destined to lose. And that's the crux of the issue: New Alliance players, or Horde players who decide to make the switch and try out the Alliance side of things, are left with the impression that there is little to nothing to look forward to while playing Alliance zones. That somewhat brighter look at Azeroth's Alliance -- the Alliance of classic WoW -- is no longer present in game. Any reminder of times where the Alliance may have had it good have simply evaporated.
That isn't really a fun game to play through. And honestly, only the die-hard Alliance fans would be willing to slog through it without complaint. For Horde players, the cries of Horde favoritism and complaints from Alliance players seem ridiculously overblown and over the top, and for good reason. Leveling through the Horde experience gives the impression that the Alliance are pulling some really dirty tricks and are happily murdering Horde.

This issue is best seen by playing through the South Barrens zone -- not just on one side of the faction. Play through it on both. See what kind of impression you have when you come out of the experience. When I first experienced this zone on Horde, I was outraged at what had happened to Camp Taurajo and at the gall of the Alliance that so casually looted the remains of what had been a quiet tauren outpost. I didn't even flinch as I was ordered to murder General Hawthorne, thinking that this reaction was ultimately justified -- especially after witnessing what had happened to the Taurajo survivors.
And then I played the Alliance half.
Suddenly, the Horde were presented as the aggressors. And General Hawthorne, the guy I'd just murdered in cold blood, turned out to be a decent guy. He let the civilians of Taurajo go; he had no idea that the only place for them to flee was through hostile quillboar territory. The looters that I'd been so angry at weren't even part of the Alliance forces; they were military men who had defected and run off to go reap the spoils of war. Hawthorne hadn't ordered the looting; he was disgusted by it and actually has the player go apprehend the looters.

As I finished playing through the zone on the Alliance side, I felt a flash of appreciation for what was truly some compelling storytelling and a clever way of handling it. And I felt really terrible for what I'd done on the Horde side of the quests. This is what is happening in game right now, however. Horde players are seeing one side of the story, and in that side of the story, they are completely justified in what they are doing. Alliance players are seeing exactly the same thing, only the justification for the Horde's actions isn't there. It's just the Horde, brutally murdering whatever happens to be in the way between them and total domination.
What the future holds
It is a testament to Blizzard's brilliant creative development team that they've managed to pull this off so flawlessly. Both Alliance and Horde players feel justified in their reactions, and they will argue relentlessly over basic facts -- but each will present the facts as seen from their respective side. This results in Alliance and Horde players constantly fighting with each other in a never-ending spiral of aggression, which dovetails quite nicely into the overarching theme of Mists of Pandaria -- Alliance vs. Horde in all-out war.
I cannot deny that I am excited to see what we're going to experience in Mists. What we are experiencing as players, both Alliance and Horde -- that discontent with the situation, the derision we hold for the opposite faction -- that's what the various characters in WoW are feeling right now. It's a perfect mirror to what is happening in game, and I am guessing there are going to be some very, very big stories in Mists wherein we will learn exactly what all that aggression and fighting is going to get us.
But at the same time, there's an underlying issue with Alliance leveling. It's not fun. There aren't enough lighthearted moments to counteract the sorrow. There isn't really any joy in playing through a bleak future that looks as if the suffering will never end. The cool factor of the various quest mechanics and rewards doesn't really make up for the overall emotion one gets out of playing through the experience.
And that's a pity, and maybe it's something that needs to be addressed, because as it stands, the Alliance are going to be stuck in a 1-to-60 experience that leaves them at a loss and feeling slightly depressed for the next several years. I don't know about anyone else, but I don't play video games in order to come out of the experience feeling miserable. So the question is what's to be done about it? Will anything be done about it at all?
For more information on related subjects, please look at these other Know Your Lore entries:
- The struggle for Southern Barrens
- The sorrow of Southern Barrens
- The VanCleefs, the rise of the Defias, and Westfall
- King Varian Wrynn
- The hour of the king
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 8)
RetPallyJil Apr 1st 2012 6:17PM
Westfall also features cheerful sights like:
- Roving bands of children looting dead quest mobs for their shoes, etc.
- Random Stormwind refugees suddenly turning on each other in fights to the death.
- Random Stormwind refugees eating dirt.
It's not a happy place.
uni8que Apr 5th 2012 8:37AM
One wonders if the presentation listed above is why the player count is down? I don't know, just asking.
cloudhopper013 Apr 1st 2012 7:49PM
I read that as "roving bands of chicken looting dead quest mobs for their shoes," at first.
I was confused. That sounded plenty cheerful. Ish.
Marco Polaris Apr 2nd 2012 8:34AM
I think what really drives me batty about the Westfall chain is that it never actually ended.
Last we see of Sentinel Hill, it's under attack by the Defias, and burning up. And you never go back to fix it, or save the day. You get revenge on Vanessa, sure, but you never get to see Sentinel Hill repaired.
I understand if we didn't have an opportunity to really help the disillusioned of Westfall, sure. It's the engine that allows the Defias Brotherhood to rise up again. But we can't even maintain the status quo. You go into Westfall, do your best, only for things to get worse for everyone involved.
TTFK Apr 1st 2012 6:18PM
Not much to add, other than to give praise for a fantastic and insightful article.
ithomhol Apr 1st 2012 6:24PM
For the Horde!
Hollow Leviathan Apr 1st 2012 6:25PM
Maybe it's just me (warlock main) but I like dreary miserable pessimistic. Better than cheesy or Saccharin sweet, which leave a bitter aftertaste in my mouth.
Brevalaer Apr 1st 2012 6:29PM
We-e-ell, we get to look forward to the sacking of Theramore. Ain't it fun?
Long story short, if Blizzard wanted to do something about it, it would have done so already. Color me bitter.
musicchan Apr 2nd 2012 12:02PM
I feel like this is an unfair assessment of how Blizzard writes their story. They play an extremely long game and even though it feels like they aren't doing anything, when you look back you can see how the story has grown and matured.
The problem is that we tend to want things now and Blizzard tends to think of things in the span of years. Consider for a moment the Onyxia/Nefarion/Deathwing storyline. If you really sit back and look at the story from the beginning, it's quite interesting and complex. But we only ever saw bits and pieces of it over the course of 7 years of playing. That's a really long time for a story to go on.
Kuro Apr 2nd 2012 12:54PM
@"They play an extremely long game and even though it feels like they aren't doing anything, when you look back you can see how the story has grown and matured."
I highly, highly doubt that they play this "long game" at all. From last year's Blizzcon coverage on the lore panel we see where they basically come up with material for one zone and then they're done with it... even if they leave threads hanging and they might try to find something to do with the character down the line. When you look back you see how the story has little bursts of creativity that actually aren't very well connected at all.
There might be a vague central theme that have have for the long-haul, but the plot lines that happen aren't well planned at all.
Marcosius Apr 2nd 2012 4:50PM
Have to call BS on that "long game" thing. Might have held true up until Wrath, but Cataclysm was pretty much thought up so they could replace aging content.
MoP - I seriously doubt they had planned for it originally, no matter how much they might claim otherwise.
After Wrath was done, Cataclysm in the pipe, RTS plotlines more or less wrapped up, they must have went "what do we do now?" and then someone said "hey, people have been wanting to see Pandaren since forever, maybe we could add them." And then that guy hopefully got a pay raise for a smashing idea. Going even more off on a tangent here, I'm pretty sure MoP will be WoW's swan song, it will be the last expansion or the second last, depending on how fast WoW bleeds customers to other games.
Twill Apr 3rd 2012 1:43AM
I have a few notes:
-There are two types of story writing.
1) Have the entire story arc pre-planned, and have it unfurl slowly over the duration of the game. This is what you imply that Blizzard does.
2) Create a chapter. Finish. Create a new chapter. Finish. Create a new chapter, tying in something from a previous chapter because it sounds cool. Finish. Continue like this forever, never really pre-planning an entire character arc in advance. This is what Blizzard ACTUALLY does.
Examples:
-Garrosh. In TBC, he was a nice dude. End of character development. Wotlk begins to be created, and Blizz wants to have a new guy on the offensive. They chose to bring in Garrosh and retcon his personality to fit this random new improvised story. Then they plan Cata. They decide Cata = Thrall's story, so they chose to fill the Warchief role with Garrosh. It'll stir the pot, why not? Now MoP is being created. Lets kill Garrosh! Why the hell not? We've dug ourselves into an irreversible hole with his character, so kill him off.
End of Garrosh story arc. (Note: Do you REALLY think that when they made him in TBC that he was preordained to be a final tier raid boss at 90 in the Panda expansion? Fuck no.)
TL;DR- My point is, this Cata story arc starts and ENDS in Cata. There is no "It will get better." It's actually: "THIS IS HOW IT IS. PERIOD. NO CHANGES IN SIGHT UNTIL THEY GET ANOTHER BRAINFART."
Blizzard does think of things in the span of years. It's just 1-2 years. It's per-expansion.
tohsterssbro Apr 1st 2012 6:31PM
Playing Horde side quests is defiantly better. I leveled 5 Alliance to 85 before trying horde and not once finished a full quest zone (Besides the Worgen one and Hyjal/Vash so I can skip Deepholm) On my first Horde toon I've completed two full zones, not for the xp, but because I actually had fun doing them. Like he said, it's sad that that'll be how it's going to be for a long time, but at least Pandaren can be Horde toons, I want to be on the side of the story that Metzen/Blizz bothers to finish
Autowand Apr 1st 2012 6:29PM
I should have been alliance!
tohsterssbro Apr 1st 2012 6:32PM
Playing Horde side quests is defiantly better. I leveled 5 Alliance to 85 before trying horde and not once finished a full quest zone (Besides the Worgen one and Hyjal/Vash so I can skip Deepholm) On my first Horde toon I've completed two full zones, not for the xp, but because I actually had fun doing them. Like he said, it's sad that that'll be how it's going to be for a long time, but at least Pandaren can be Horde toons, I want to be on the side of the story that Metzen/Blizz bothers to finish
tohsterssbro Apr 1st 2012 6:33PM
Ok, weird double post due to lag sorry bout that :/
Braam.de.klerk Apr 1st 2012 6:33PM
Having played through both sides of this story as well I totall agree with this sentiment. I main mostly night elves and have For some reason always resonated with them the best. Out of all the Races they seem to be the ones losing the most. First their immortality, the corruption of their forests in felwood and ashenvale, . The horde onslaught from the east out of ogrimmar. Then the cataclysm hits and they lose dark shore and feralas is under major threat... And yet it seems they are also the ones shouldering the bigger burden of trying to heal azeroth. not to mention what happened to Hyjal, one of their most sacred places. I'm not even going to talk about what the hell happened to Tyrandes accent. They seem a race beleaguered and maybe that is why I like playing them, we all love a great comeback.....here is to hoping.
Omegan01 Apr 1st 2012 6:35PM
Frankly, losing Hawthorne isn't even the worst part of South Barrens questing for the Alliance.
It's the end, where you watch Bael Modan get bombed, attempt a momentary revenge by collapsing a Horde mine, and then this is the last quest you're given:
"Hawthorne dead... my own son murdered... the situation in the Barrens is out of control, .
I'm going to take charge of Fort Triumph and try to lock things down. To do that, I'm going to need reinforcements. Reinforcements that were promised from Theramore weeks ago!
Travel to Theramore in Dustwallow Marsh and give Captain Garran Vimes an earful. What good is that blasted road through the swamp if the men and materiel aren't rolling in?"
No matter which side you play, Southern Barrens ends with the Alliance struggling to avoid destruction.
THIS is the problem with the Alliance: Blizzard constantly writes them as being mired in ignominous failures, pyrrhic victories, and overall wallowing in a doldrums that they've been stuck in since before WoW even started.
What the Alliance needs is VICTORIES, not some fairy-dust "lighthearted moments." The Alliance already has plenty of "lighthearted moments" and frankly, players hate most of them because they feel like they've been written as a distraction from the story and not actually part of the narrative.
It feels like Blizzard saying, "The people of Westfall are suffering and Sentinel Hill is on fire, and you can't do a thing to prevent either, but, um... OOO LOOK AT HORATIO LANE, LOOK AT THE PUNS, ISN'T HE FUNNY GUYS, ISN'T HE? GUYS?"
As I wrote recently on the story forum-
(hang on, I'll just reprint the entire post. It'll be long, so TL;DR folks can just scroll down.)
Omegan01 Apr 1st 2012 6:38PM
In Cata more than ever before, playing an Alliance character makes one feel like they're casting rocks into a hurricane. You never really feel like you're making a difference as an Alliance player - at most it feels like you're slowing or stopping the rot. And the victories you do get are either pyrrhic or else mirrored for the Horde.
I think the biggest problem is that the Alliance frankly hasn't had a big, triumphant win (in the sense of a victory that makes one want to fling their hands up in the air and shout 'For the Alliance) since Warcraft II. Really. Warcraft II.
Think about it.
Warcraft III and TFT were all about stomping on the Alliance's face, with the sole bright point being the victory at Hyjal...but that's more a victory for the world as a whole, for the combined Alliance/Horde/night elf forces over the Legion, not something for the Alliance as a faction.
This trend continues in WoW. In vanilla wow the biggest in-game event was the opening of Ahn'Qiraj, but that was bi-factional and Saurfang was the guy who got the Big Damn Speech when the gates opened
....
In BC, the Alliance and the Horde were each given two major story lines - the Horde had the reunification with the mag'har and the plight of the blood elves, while the Alliance had the story of recovering the lost expedition and the return of the draenei to their lost world.
Both of the Horde storylines came to a definitive conclusion - Garrosh was empowered by the news of his father's legacy, while the traitor Kael'thas was deposed and the Sunwell was reignited, providing a new beginning for the elves. Both of these storyliens also had ramifications in Wrath.
On the other hand, neither of the Alliance's stories came to a definitive conclusion - finding and questing with Danath was a major win, but Khadgar did almost nothing besides act as A'dal's spokesman, and Kurdran did nothing at all. Turalyon and Alleria (largely considered the most important of the five heroes) were teased at through their son, but never found. The draenei, meanwhile, showed almost no storyline at all in regards to their lost cousins - the Aldor, the Kurenai, the Ashtongue, there was no resolution, or even much acknowledgement between them and those on the Exodar
....
Moving on to Wrath, which a lot of players point to as the Alliance-flavored of the expansions. The expansion started out with a major, major piece of Alliance lore, the Knights of the Silver Hand, getting ripped out wholesale and presented as a neutral anti-Scourge group friendly to both factions, without so much as a hint of antipathy for the Horde. Dalaran, a former Alliance city-state, likewise went neutral and invited the Horde (including the Forsaken who had quests to kill their citizens in vanilla) into their streets.
Some players scoff at the importance of this, but this kind of act (and that of the defenders of Hyjal in Cata) drastically undercuts the Alliance as a faction. By tearing out these major, major themes, it makes the Alliance feel less flavorful, because the Horde gets to enjoy their own factional themes, and the Alliance's as well. To be fair, some of it goes the other way (Earthen Ring, for example) but the importance of the effective loss of these themes just can't be understated.
But moreover, look at Alliance questing in Wrath (I largely ignored questing in BC because so much of it was mirrored). What does the Alliance gain in Wrath? Okay, they get Muradin Bronzebeard back, that's one. But what else? The humans, gnomes and dwarves learn their origins...but what meaning does that have for them? What effects do we see from these revelations?
Despite the Alliance 'flavor' of the expansion, the major story between the factions was Horde-driven - Garrosh's story progressed and the Wrathgate and Battle for the Undercity revealed the depths of depravity to which some of the Forsaken had sunk, firing on their own allies and turning on Sylvanas to serve the Burning Legion. The resulting Horde story? The Horde truimphantly returns to Undercity, bulldozes the apothecarium traitors and the Legion forces and kills Varimathras. The Alliance story? The Alliance attacks Undercity through the sewers in an attempt to retake the place, kills Putress, Varian has his big "what have they done" moment...then Alliance players all get kicked out of the place because Jaina flinches. Net result? Horde story progresses, Saurfang gets facetime with the pathos over his lost son, while the Alliance have nothing to show for it aside from a lost faction leader (and a fairly major character) and the somber ending note of "we'll see what war brings."
This is followed up with the Broken Front story, where Alliance players learn about how the Horde rushed an Alliance army engaged with the Scourge from behind, resulting in both armies getting wiped out. Then they have to go through the ordeal of mercy-killing Alliance soldiers (while Horde players get to mercy-kill...Alliance soldiers)
....
And finally we come to Cataclysm. Cataclysm, where Gilneas ends with your character being evacuated in the face of a Horde invasion, Westfall ends with Sentinel Hill on fire from the Defias, Redridge ends with the deaths of Bravo Company, Darkshore ends with the night elves' major character getting tricked by the bad guys, Stonetalon makes you watch a school get nuked, Andorhal ends in retreat, Swamp of Sorrows ends with no change...and the major character of the expansion is the guy formerly in charge of your enemy faction. And you're expected to like him.
Here's what it all comes to-Allaince questing rarely, if ever, makes you feel empowered. I know a lot of Horde players hate the things you end up doing in some zones (Hillsbrad, Stonetalon) but those zones make you feel powerful. You're walking all over the bad guys. In Alliance questing, this just never pulls together. Zones with an overarching story end with ignominous retreats or pyrrhic victories, and the few wins players do get (Wetlands, early Darkshore) are largely against non-player factions. Never the Horde itself.
Meanwhile the Alliance's overall story spins its wheels, going nowhere at top speed. Faction leaders seem to do nothing, your major characters are takeoffs of pop culture (John J. Keeshan and Horatio Lane) or downright silly (Flintlocke...oh god Flintlocke), and most importantly Cataclysm never gives you reason to make you feel like you've accomplished anything - at most you've held the line.
jealouspirate Apr 1st 2012 7:30PM
I can't agree more with your thoughts. I don't want more silliness, jokes or light-heartedness. I actually think too much of the Alliance is given that treatment (Gnomes and Dwarves are rarely taken seriously, if ever, movie parodies, etc).
What I want is to stomp greenskins and plant the blue and gold Lion on their corpse.
(And not retreat 5 minutes later to let them rebuild like nothing ever happened)