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
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Reader Comments (Page 5 of 8)
Murdertime Apr 1st 2012 11:24PM
I'm not entirely sure that explains why the Alliance had zone after zone of story rich quests and the Horde had...I'm not even sure there was a zone with a coherent storyline for the Horde.
The mechanics were there. The horde just never saw them.
Most of the Horde player narratives tend to be about some adversity that's collectively endured like Barrens Chat or Skull less peasents or having zone shut down by pvpers.
Most Alliance stories tend to be tied into that time they did that awesome quest and something awesome happened.
plgrmsun Apr 1st 2012 10:08PM
I'm not sure I'd want to be the one to make it, but there might be an argument to be made that Alliance story telling (post shattering) is objectively worse than the Horde's because of the absence of an essential part of the narrative. The characters that are ostensibly our faction's main characters just aren't there. Sure, if you actually added up the number of times that Horde faction leaders showed up out in the field, it might not be very many. But one is infinitely more than zero. It'd be like writing a book where the hero/heroine stays back to have a bath or a nap or something, and since you can't write an epic story about them trimming their toenails, you just have to go outside and describe how the world around them is getting wrecked. Sure, the description could be exquisitely written, but would that book sell right next to your last, equally well written book about people out doing things?
My personal favorite horrible moment in Alliance leveling is Andorhal. You spend a number of quests making moves against the Forsaken, adding weight bit by bit to a scale of conflict. Things are going absolute gangbusters when out of nowhere, the hand of contrivance comes in and presses down on the other side of the scale. Quest after quest says "You're winning, get ready for the climactic battle" then suddenly, "LOL Valkyrs, Forsaken win. Go cry to your king, loser."
One concept I've seen insulted a lot over all this is the idea of "faction pride." Mostly it's just people reminding others that this is a video game we're talking about. Really, I think faction pride is just a contextual name for the sort of emotional interaction between audience and narrative that this article talks about. It's because this is a video game, a persistent world and story, that faction pride has to be a way to show that Blizzard is doing their job.
You go through a "world" of story and conflict where one of the few things you can be sure of from place to place is that we are us and they are them. You have zones like Hilsbrad for the Horde where after it's done, whether you're really aware of it or not, you can feel like, "This is what it's like to be Horde. I work and prepare for one final blow that will destroy my enemies. That's pretty awesome." On the other hand, you have zones like the aforementioned Andorhal where you can feel like, "This is what it's like to be Alliance. I work and prepare and it doesn't matter at all."
And the fact is that Alliance leveling simply doesn't have enough of those pride inducing moments to not make me sit by the canals in SW, considering blowing my character's brains out. It's not a question of bias. Blizz doesn't have to be biased in order to balls this up, they just did.
slythwolf Apr 1st 2012 11:55PM
I just want to add, on the subject of faction pride, it makes a lot more sense to me than some of the things people take immense pride in in the real world, because you *choose* your faction in WoW.
detailbear Apr 1st 2012 10:14PM
One thing they could and should do is have the Alliance retake Stromgarde. It would be a win that wouldn't take away from the Horde, and would set up for the upcoming war between the factions. Really, with Hillsbrad being taken by the Horde, the Alliance should be establishing a better defence at it's northern edge and the Horde could establish a line at Thoradin's wall and maybe at Durnholde Keep. Faldir's cove would make a good replacement harbour for the sinking Menethil eventually.
Arathi didn't get much of a revamp, and the Horde questing hub is at the other end of the zone. While the Alliance clears out Stromgarde of ogres and Syndicate, the Horde side could focus on winning over or wiping out the Witherbark and harassing the Alliance supply lines from Dun Modr (with the Twilight Hammer defeated) or dealing with the ousted Boulderfist. Dabyrie's Farmstead could be up for grabs.
In the following expansion, Stromgarde could be an alliance outpost, especially if we lose Theramore, and that town's refugees could help populate the new town and build the harbour. It could also be a staging area for the retaking of Gilneas.
Duerma Apr 1st 2012 10:49PM
It's probably too much to hope, but I wonder if the reason they didn't touch Arathi was because they were planning on redoing it further down the line for that very reason? That would be so nice.
Teresa Apr 2nd 2012 7:00AM
Hey, that prince guy from Stromgarde, got killed and became another chest thumping loyal member of the forsaken. I think we should blow up that dinky horde settlement, maybe keep a few pows in a pig pen. Make it an actual loss for the horde. Then rebuild a real working city, with a giant ass castle, and a portal there to replace the one lost at Theramore, so we can rage war on tarren mill for the hell of it like the good old days.
arrowrest Apr 1st 2012 10:25PM
Thanks for an excellent article, Anne.
I don't have much to add to what's already been said.
It's a thoroughly depressing place to be if you level an Alliance character in the present-day game. I play both sides so I see the differences in the leveling experience. There's never a break for the Alliance character and I'm not entirely sure why the Blizzard story-tellers have postured it out this way. There has to be a pay-off as an incentive for a person to play one faction or the other. So far from what I've heard from Chris Metzen and the end-game raid involving Garrosh, I don't see a significant payoff for the Alliance (even in an interview just published on Friday).
Reinforcing this lack of incentive for Alliance players in Cataclysm was the treatment of the neutrality of Thrall versus Malfurion. Horde players got to see their faction leader saving the world while the Horde advanced on multiple fronts; Alliance players saw Malfurion saving the world and ignoring what was happening to his people. It was a brutal reality for the Alliance coupled with no presence from the Alliance faction leaders in the story that played out.
I'm not optimistic about the story for the Alliance in Mists either. Seeing the leaked videos of Theramore provoke more sadness than anger because it seems the the developers don't see what they're instilling in the Alliance player-base: a lack of hope that the situation in-game will ever get better or that the Alliance will ever take back something or ever bring anyone to actual justice beyond some hackneyed nonsensical ending. And who wants to play that kind of game?
undeadgoat Apr 1st 2012 10:45PM
Psychologically there's a phenomenon where everyone sees themselves as completely justified in their actions and also a victim of other people's, and in terms of injecting realism into the game Blizzard have definitely done so--HOWEVER, there's a reason I listen to less news and play more WoW than I used to, because the weight of the world definitely gets to be too much! However I can't be the bad guy so I'm sticking to Alliance for the most part . . .
ricprospero Apr 1st 2012 10:59PM
I am leveling a Worgen in order to get thei Alliance Loremaster side of the stoy, and being a die-hard Horde fan, I have to say I understand why the Alliance players are complaining so much.
I am in Southern Barrens now, and I noticed a trend that started to bug me: almost all of the significant Alliance quests are ones that mirror the Horde ones. For example, in the Battlescar, you get to take the flag, kill 10 grunts, and collect itens in order to build a machine... In the horde side, you do exactly the same thing! Just in reverse order!
The rest of the quests, with the exception of some Old Gods references in Ashenvale and Stonetalon, seemes like a real chore to complete. They didn´t seem to connect to the rest of the zone. Some of them are really scrambled, like in Ashenvale where you have to keep running from one side of the zone to another, doing things that didn´t really feel meaningful. In the Horde side, I felt more like the quests that didn´t have to do with kicking Alliance butt were more engaging and more meaningful.
Speaking of kicking Alliance butt, It really seems Blizzard tried carefully to not make Alliance seem so dominated by the Horde, since almost everything the Horde does is countered in any quest, but this effort failed. I didn´t get the feeling that Alliance really was counter-attacking. It seemed more like they were losing terribly and trying desperately to just survive. I even started to pity them, even though as a Horde player I originally enjoyed every minute of killing Alliance and taking territory.
I really would not like to feel so subjugated if I were a die-hard Alliance player.
Royblazeheart Apr 2nd 2012 12:51AM
You know, I never understood why places like Stonard was allowed to be kept in Horde hands. If I was Joanna Blueheart, I would just have my soldiers burn Stonard to the ground. As long as it stands, the Horde will have a major base of power close to Stormwind's outlying regions. That shouldn't be our mindset. Our mindset is to neutralize the threats to our homelands. Do we have to butcher every Horde member, soldier and civilian alike? Not necessarily. But neither should we have to sacrifice our own chances of survival just so that we don't look like the bad guys. For Stonard, we can just burn the place down and build our own stronghold in its place. We can just drive the Horde out, we don't have to hunt down every one of them that escapes, but all those who stay and fight must be killed on the spot. I never got why we lost our portal to Andorhal, while the Horde gets to keep theirs in Stonard.
Possum Apr 2nd 2012 6:55AM
I feel the Alliance are sadly hand-tied by their good guy image.
Glaras Apr 2nd 2012 12:58PM
Let's remember to keep the responsibility for the Alliance's predicament squarely on the shoulders of those who put us here and continue to craft the story: Blizzard's development teams.
This isn't me trashing on them. But when I read about how "the Alliance" needs to do this or that, or the players need to feel like so, I'm reminded of a moment at a Star Trek convention I attended years ago when Michael Okuda (FX guy for STTNG and later series) was asked why something on the ship worked the way it did. His reply: "Because it's in the script."
The people writing the script **tell** us "Hey, Alliance, we love you too", but their actions... in this case, the script they write for the game... demonstrates where their true values and feelings lie. And they lie with the Horde.
danjaychristensen Apr 2nd 2012 1:12AM
I wanted to add a thought. I think that part of the reason the Alliance story suffers so much is because none of them are villans. Think about it, the closest we have is Varion. He's not a villan, just really scared to loose anything. Were as on the Horde side, we have big Villans. Sylvannas is not good. She's become so evil, that the Garrosh doesn't agree with what he see's of her. Garrosh himself is going to become such a villan, that both the Horde and Alliance are going to lay siege to his stronghold at the end of this expansion. Gallywix is so greedy, he'll probably sell anyone or anything, or do anything for the right price. The Blood Elves are still recovering from there previous "end of a expansion villan"
The closest thing the Alliance ever had to this kind of evil was Arthas. That guy went as bad as you can go. But, what happens when he goes bad? He becomes part of a new faction all-together.
I hope that Moria screws things up in regards to the polished image of the Alliance. I don't think she will, but thats my hope. I think if anyone has a chance to darken the choices of the Alliance, it would be her. It makes it easier to choose a hero when there is a villan that could be leading things. I think most Horde players get behind characters like Thrall, Baine, and Vol 'Jinn due to the fact that there leaders worth following, and when you contrast them to Sylvannas, you feel like your following the right people. The same is not true under the Alliance. They always do the "Right" thing, which doesn't work well in war games.
I would love to see the Alliance screw up like the Horde did at the Wrath Gate. I think its time that they did something that was evil, and allowed for some new heros to come forth and show the Horde that there not going to lie down their arms and let them conquer them.
Derleth Apr 2nd 2012 3:50AM
I wonder if this is the plan for Jaina.. After Theramore is destroyed I can see a very angry powerfull mage running loose. Or at the very least cheering Varion on instead of trying to keep the peace.
Possum Apr 2nd 2012 6:20AM
I have always seen this as the problem with the Alliance story. The Horde story this expansion has been "Winning. But at what cost?" you just can't tell those kind of stories with the Alliance because Blizzard are too attached to the good guy image. And so they lose. The Horde has to sink lower on the morality scale before the Alliance are allowed to take any actions and start fighting back. If the Alliance slid a little down on the morality scale they could fight on equal terms instead of having to wait.
Azizrael Apr 2nd 2012 2:20AM
I've always been a Hordie, but I've been slowly levelling a Dwarf Warlock through Kalimdor to see the other side. The most startling difference in story so far has been the cave full of kobolds in Stonetalon: the Horde go in to enslave them and send a kobold army against the Alliance base, while the Alliance are killing them to steal cheese and make an omelette.
Possum Apr 2nd 2012 3:59AM
Honestly if you're killing people just to make an omelet maybe you're the worse person?
coreyniegle Apr 2nd 2012 2:38AM
I played alliance through wrath, only going horde and leveling some alts in a post Cat, horde world, however, early cat I redid every single alliance quest in every zone.
I agree with the writer here.
I'd also like to add, soooo much was just scrapped, tossed aside for one reason or another, and I think it was the sheer volume of interlocking work that the Vanilla world was, and that's really sad.
In that shortcut, a feel is lost, and I don't just mean actually doing most of the quests if not all plus some grinding in a zone you were in, and having to group up with 4+ people at level 17 to go north into redridge mountains, to continue your quests, north of lakeshire, those elites on the side of the road required it ;)) (real elites, not late tbc nerfo'ed elites)
Beyond that, gutting of the old ony chain, scales of the sands and others, some I really liked, Duskwood was my all time favorite zone, followed by nagrand when it had 17+ group quests in it, in favor of a passing mention of what was once a all day or in cases months long chain of events and story and exploration.... Makes wow feel like a console game now. Instead of that massive world for exploration, and yes, sadness in both horde and alliance quests now, emphasize that sadness.
Possum Apr 2nd 2012 3:58AM
I'm sure the seesaw will swing the other way come Mists.
Riari Apr 2nd 2012 4:51AM
Yeah sure. I'll believe it when I see it. I thought that was the promise for Cataclysm tho...