The full questing experience in Wrath of the Lich King was vast. Levels 70 to 80, with quests for every zone, instance, and even raid instance, was quite possibly the most complicated total questing experience ever designed for World of Warcraft. Add in the death knight starting experience and the patches that each brought in new content, and you're looking at a real achievement in quest design. Wrath of the Lich King was indisputably the crucible in which Cataclysm's 1-to-60 quest redesign was forged, and it absolutely gave the lie to the misguided idea that the quest design team was somehow coasting on the achievements of the game's original launch.
We talked last week about how questing in Wrath worked up to the "first act" of the Wrathgate and Battle for Undercity, and then we looked at Ulduar and how it managed to integrate a very divergent lore element into the expansion. This week, we'll discuss the Lich King in more detail and how he functioned as a device to get the players involved.