How does storytelling function in World of Warcraft
? What are its limits? Does it have to unfold solely via quest text, or can it be told via other means? I ask this in part due to a developing discussion on the scale and scope of how the world we interact with as we play reveals the story elements. Back when I first started playing WoW
, game story was almost exclusively revealed via quest text. When it wasn't, it was often revealed via in-game books. I remembered being floored with the pre-fight scene between Majordomo Executus and Ragnaros because it was a bit of story happening entirely in front of my eyes via dialogue and scene.
Over the years World of Warcraft
has added a host of tools to its story delivery options - cutscenes, scenarios, events like Battle for Undercity, open-ended exploration, and quest integration with each of these kinds of vectors for story. It's not all just text anymore - we have in-game cinematics, cut-scenes rendered and played through using totally in game scenes, dialogue (the end of the Isle of Thunder, when Jaina and Lor'themar confronted one another was entirely realized through in-game dialogue), scenarios like A Little Patience
and Dagger in the Dark
, and even more complex combinations of all of them. The Dominance Offensive/Operation Shieldwall story in particular was unveiled through all of these techniques, using every arrow in the quiver to drive the story points home.
I'm bringing this up because of the recent revelation that not all secondary objectives in Warlords of Draenor
will have quest text. The discussion led to a series of tweets from Dave Kosak that I think definitely are worth discussing. How do we get story in an MMO? Can the world we encounter be
the story itself? As we move through it, how can it be best presented to us?
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Filed under: Analysis / Opinion, Blizzard, Lore, Warlords of Draenor