The World as Story: Emergent storytelling in World of Warcraft

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?
Filed under: Analysis / Opinion, Blizzard, Lore, Warlords of Draenor

I've been having fun with sheep recently. Admittedly, I am Welsh, but I'm talking WoW -- and odd behaviour. While skilling up in Engineering I made several mechanical sheep; I tried making them attack nearby Horde players, who were thankfully laughing too much to retaliate. There's nothing like an angry sheep in the morning to get your blood boiling.



