With the final content patch of this expansion on our doorstep and Cataclysm following close behind, we'll be taking the next several weeks to look back on Wrath of the Lich King
and everything that made it what it is, for better or for worse, in WotLK Retrospective.
Wrath of the Lich King wasn't just an expansion -- it was an experiment in progressive storytelling featuring story lines and lore that we haven't seen since
Warcraft III. While
Burning Crusade tackled new issues and races, it did little to further any of the Azeroth stories we'd seen in the earlier
Warcraft games;
Wrath took a step backwards to move the prior stories forward. Along with this change in direction, we saw the introduction of a few things that hadn't been seen in
Warcraft before that made a large change to the way we view stories and quests in
World of Warcraft, and a re-introduction of many of the heroes and prominent figures that we'd only caught glimpses of in vanilla. Today, we're going to look at
Wrath lore: what worked, what knocked it out of the park and what failed to impress.
Phasing
Quite possibly the biggest technical advancement in storytelling was the introduction of the phasing mechanic. This allowed players to play through quests, and as the stories progressed, so did the world around the players, giving a new and unique feel to story line progression. Suddenly, instead of playing through a zone with no indication that you'd made any changes to the status quo, the world changed around you -- the chain of events in
Conquest Hold in Grizzly Hills and
Frosthold in the Storm Peaks both actually ended with
NPCs being
replaced as a direct result of player interaction. In the quest chain of
The Battle for the Undercity, both Alliance and Horde players are
teleported into a phased version of Orgrimmar, designed as a vehicle to further the story line -- and as a way for
Alliance players to interact with Thrall without being attacked.
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Filed under: Analysis / Opinion, Lore