This is a follow-up to a piece I wrote earlier on maintaining the WoW playerbase. This post focuses on something largely left out of discussions so far: narrative.
Storytelling has been left out of the discussion of WoW’s alleged ills related to declining subscriptions and player apathy. I bring it up not because I think it is the most compelling aspect of these problems, but because it is a part and has been overlooked. WoW is an MMORPG (the emphasis of this piece being on the latter three letters) and part of playing such a game is participating in its story or stories. Your avatar often starts from humble beginnings and then ventures out into a larger world and begins to operate on a much larger scale, be it slaying dragons or founding empires or exploring alien planets. Even if you, the player, have no interest in the lore as all this goes on, you likely still want the hoops your character is jumping through to make some degree of sense, and that sense comes in large part from good storytelling.
Antagonism
With Cataclysm WoW’s story has arguably become less compelling. I think that some of the blame rests with Cataclysm’s antagonist, Deathwing. Expansions (and RPGs in general) are driven forward and given purpose by their antagonists, their big bads. That your character has things to fight, dungeons to clear and innocents to save is all thanks to the big bad directing a new convergence of evil. Therefore the expansion as a whole suffers when you have an antagonist who does not quite measure up. And why might Deathwing not measure up? He is arguably inferior from the get-go for lack of familiarity. Illidan and the Lich King were obvious, familiar villains, developed in Warcraft III and thematically a part of WoW’s conceptual landscape from vanilla. Deathwing, by comparison, does not have that same weight of history or narrative necessity behind him. He did not come out of absolute nowhere lore-wise, but he does appear like a shelved villain who was pulled in from the novels because he’d be the best excuse for reformatting vanilla WoW’s geography (and therefore lore and quests). At the same time, he does not offer WoW much closure because he is not one of the bigger bads, Sargeras or (arguably) the old god(s). This last point is understandable given that Blizzard wants to keep this game going, but it nevertheless leaves Deathwing feeling like an excuse and a stopgap rather than WoW’s inevitable next step after WotLK.
It is not just a lack of pre-existing familiarity that is to blame, though; Deathwing’s current condition also factors in. Deathwing simply is not interesting. His expressive capacity is minimal given his unmoving face and his almost never taking an anthropomorphized form. His dialogue so far has also been very limited, overall leaving his character simplistic without any accompanying sense that there’s more to know about him. If anything, Deathwing’s interactions with players have left him appearing mindless. What villain of any intelligence pursues burning sand dunes in Uldum or the raptors in the Arathi highlands over and over again instead of, say, attacking targets of even some strategic value? He appears as a dull if powerful beast rather than the insane evil mastermind he’s supposed to be (or at least should be). He’s like a villain from a Michael Bay film: he’s just there to cause big explosions. And like with a Michael Bay film, you’re left wanting if you expected more than pointless spectacle.
Narrative Progression
Another narrative issue is that WoW has not really moved forward with Cataclysm. So far we have not come any closer to ridding existence of the bigger bads of Sargeras and the Old Gods. Indeed, we’ve spent a great deal of our time re-defeating already well-worn villains like Nefarian, Onyxia, Ragnaros and the ZA and ZG trolls. The ZA and ZG dungeons are particularly problematic: (1) they exist based on some spontaneous, artificial-feeling pretense of a troll revival that was not integrated well into Cataclysm’s overall story; (2) they take players out of the other dungeons that actually do have something to do with Cataclysm’s story; and (3) there are only two troll dungeons, they’re both only about trolls, and both are long, all of which increase the sense of Cataclysm’s tedium as players grind to their Valor caps. Alliance-Horde relations have changed a bit but not by much, aside from Thrall’s midlife crisis or whatever this was. Overall it feels like treading water narrative-wise and it’s hardly a source of inspiration for a story-driven gamer.
At times I feel like the camera was left on after the script was finished and now developers are just making things up as they go along. WoW is still profitable, so the developers are dusting off old characters, tidying up the sets and pushing on long after they thought they’d be done (which may well have been WotLK). Has WoW exhausted its lore potential? No. Has it exhausted its most fertile lore? You could make the argument that it has. In going through Illidan and Arthas already, Blizzard has cut down its most identifiable and compelling Warcraft villains. Outside of far-off planets and panda land, players have already seen most of the Warcraft universe’s known geography. You could argue that this is one of the reasons that players are leaving. It’s not that things are terribly boring now, they just don’t see where WoW can go from here.
Immersion
A somewhat tangential issue with WoW’s story is Blizzard’s decreased interest in immersion. WoW is increasingly giving up on a rule of immersion in RPGs that players in a fictional universe are bound by that universe’s physics and internal logic. For example, say you’re in a sci-fi RPG and you have a spaceship; it may go really fast, but it still can go no faster than whatever the physical laws of this game allow for its faster-than-light travel. WoW used to care a bit more about such conceptual coherence: you had to travel to dungeons because the dungeon was physically a part of your character’s world; quests took you all over the globe and were a pain to complete because, well, that’s how quests work; dungeons like BRD were intricate and huge and non-linear because, well, a dwarven underground city would indeed be intricate and huge and non-linear; mobs dropped useless, worthless items because sometimes pockets contain useless, worthless items. I offer these examples not to pine in nostalgia for vanilla WoW or to rant about the present state of WoW. Rather, I offer them merely as anecdotes that point to WoW’s movement toward a model of MMO where player covenience and reduced barriers to entry take priority over immersion and conceptual coherence. We can expect this to continue in the future because it is often the case that things that are implausible to game lore are appealing. Inexplicable things like the teleportation and matchmaking of the random dungeon finder are appealing to existing players and entice jaded former players to return because they increase the game’s fun factor. Long trips to dungeons and waiting long periods of time to replace people `make sense,’ so to speak, but they aren’t fun.
This gradual abandonment of immersion is troublesome from a storytelling perspective because of what it tells players about what their priorities should be. Developers are saying with the random dungeon finder that WoW is not so much about forming a band of adventurers and traveling out into the world to fight evil; no, it is about the streamlined acquisition of loot, maximized uptime of blowing stuff up and never having to leave your faction’s home city. This is now even true while leveling, the time when players are supposed to be exploring and learning about the world. Nowadays you can level and get geared in a full set of epics without once leaving a capital city. The dungeon journal implicitly tells players that discovery in-game and trial-and-error is not a priority and that implausible prior knowledge of villains that your character has never seen before is something that developers are more than happy to provide. The new quest tracking features enable players to ignore quest text almost entirely and turn questing into an exercise of following dots on a map and thoughtlessly doing whatever is in the bullet point. The implied priorities in these examples are not neccesarily bad for a game, but they are bad for storytelling because they suggest to players that the story really doesn’t matter. They make it so that the story intrudes less and less upon gameplay, which is in turn more and more about immediate gains like loot and experience. In doing this, Blizzard is allowing if not incentivizing players to disregard what could be a motivation for many players to stick with the game over the long term even as the luster of gold and purples wears away. The sense that you’re part of a story, that you have an impact on the game world, that seeing the end of the story is worth your time and that it matters if your character saves the day or not can be powerful reasons for continued gameplay. In progressively sidelining those potential motives I think that Blizzard is doing itself and its players a disservice.
Successes
I don’t want to be entirely negative with this post and I think it is only fair to point out that Blizzard has done some things very right with Cataclysm’s narratives. Low-level questing and the stories that motivate it have been vastly improved (my favorite chain is The Day that Deathwing Came). There are still plenty of “go get 10 of these things ‘cuz I said so” quests, but they are usually paired with quests that are much more engaging than the questing we saw with vanilla or BC. Indeed, Outland and Northrend seem like a drag after the 1-58 questing experience. Now is arguably the best time ever to level up via questing, and that makes the current reliance on the random dungeon finder to level a bit sad in my opinion.
The goblin starting zone is another storytelling success. I don’t want to spoil it for you if you haven’t seen it, but it is the best starting zone experience in the game in my opinion. You begin in the midst of goblin society and your progression is driven forward by your character’s very gobliny motives and through very gobliny methods. The overarching story is relatively interesting and the individual quests themselves are often quite fun. Like the DK opening quest chain, the goblin starting zone is something you might want to create a character for just to see. An added nice touch is that the characters from the starting zone show up in later zones and actually remember the player (as opposed to the old problem of Tirion/Jaina/Thrall/whoever implausibly never remembering the player no matter how many times they have saved the day together).
That these new and revitalized zones, where so much of Cataclysm’s narrative depth rests, are barren of players is something of a tragedy. If Cataclysm feels a bit empty and bland, it is in part because much of its richness is in these places that many players do not look. Cataclysm has centralized player resources and functions into Stormwind and Ogrimmar which, combined with the random dungeon and BG finders, has left players with little reason to ever leave their capital cities. Players do not go out and visit the re-wrought game world and I cannot but wonder if that partly explains the current complaints of stale content.
Very well written. It encompasses my current impression of WoW as well. I feel very sad when I go to Ironforge these days. The title of which I am most proud (and always wear) is “The Explorer”. There are a lot of folks running around sporting “Defender of a Shattered World” who know almost nothing of WoW lore.
And this, too, shall pass…
I think that if instead of the effort they put into the Troll dungeons, we got a lead up to Firelands and Deathwing, it would have been a much more elegant and engaging story. Instead it’s tedium from 4 years ago.
Oh, I should say, that I think the Firelands dailies are very well done and thematic.
Er the above comment is a joke right?
Speaking as someone who cancelled his WoW account yesterday, having played for four years and raided every week for the last two, I found your post articulate and insightful. I’ve been struggling to understand my own sense of disatisfaction with the game lately, and felt that many raiding bloggers complaints of dumbed down raid content and welfare epics smacked of elitism. Instead, I put it all down to burnout, the game is old and many of us have been playing a long time. You, however, have presented the most comprehensive and plausible theory of why we may be so tired of the content and gameplay this expansion. It ties my own feelings and what I’ve been reading from others together very well indeed. Thank you.
You’re welcome. I’m glad you found the post helpful.
Eidotrope, you mentioned you had a few more blog entries in you. I very much hope they are like this, a great piece of work that sums up how I feel about the game.
I started playing towards end of WOTLK, having no idea about the games background. I enjoy RPGs and liked finding out about the WOW lore.
WOTLK had a clear story, a great villain and a proper ending. I still remember the thrill the first time we fought LK, it was like coming to the end of a long journey.
Cataclysm started very well in this respect, the new zones were great. But everything since has been a massive disappointment. I still can’t believe that the designers couldn’t find the imagination to come up with new bosses. And when we fight Deathwing there will be no especial frisson. Chances are even if we down him he will come back a la Onyxia again and again.
I am glad you mentioned Thrall, he sums up what has gone wrong. The most interesting NPC shunted off, as you say, to have a mid-life crisis. Sad, he has become a metaphor for Blizzard design.
Without debate, Arthas has been WoW’s most interesting villain thus far. He had a story, a real reason for being a bad guy, and we as players saw his story appear all over the place in WotLK content. When it came time to go into ICC, everyone knew why.
Deathwing clearly hasn’t been that. The new dungeons, quests, and other content in 4.3 will obviously contain story regarding Deathwing, but it’s already too late for him to be the expansion-long omnipresent bad guy that WoW needed him to be.
Deathwing’s a bad guy. I get it. What I don’t get is why he’s so bent on destruction, or why he picked now as a good time to bust out of the maelstrom and start roasting everything. I haven’t been personally effected by him. I’ve done quests involving the Twilight Cult, the pygmies, and all sorts of new factions, but there hasn’t been much that has made me feel like I’m directly moving toward the fight with the expansion’s end boss.
I’ll admit, I haven’t payed that much attention to the story. I usually don’t read quest text, and I don’t go out of my way to do extra quests because of the story they tell. I didn’t do any of that during Wrath, either, though, and it still felt epic just walking into the entrance of ICC.
In summary, I basically feel the same way as Eidotrope about Cataclysm’s empty story. Here’s to something more intriguing coming from the mists next expansion.
The wowpedia entry on Deathwing explains his motives. They aren’t very interesting or new, but he does at least have some.
Another issue I have with cata. In the past all lore was inside WoW. There were books etc outside WoW to expand on stories, but the core always happened inside WoW.
Now you need to read the books to know why something in the game is the way it is. Take the whole Emerald Dream as an sad example.
I’s found I’s a lot happiers if’n I reject Blizzards stories and substitute me own. Or, at least, embellishify the livin’ crap outta them.
Good post, I agree with many points. From my perspective though Cataclysm’s biggest failure is the continued rejection of any open world grouping objectives for the majority of the leveling process.
Gone are elite mobs to kill, or quest events that were hard to achieve solo (if it’s hard now you have a horde of NPCs to guard you). I can understand why Blizzard has done this but I’ve always played WoW with friends out in the open world as leveling was the part of the game we most enjoyed. Now you level so ludicrously fast and everything is so faceroll-easy that it’s just not fun anymore. Worse the extreme use of pathing/phasing so that you can’t skip quest hubs or pick and chose makes it feel very railroaded.
After my guild bored of the heroic grind four of us rolled a group of Worgen to see the new areas. Sadly that’s fallen apart as we simply couldn’t find anything to challenge us and we level so fast doing even a couple of dungeon runs that quests are left behind very quickly.
I definitely agree. I played back in Vanilla for a while and just didn’t have time for the grind but started again towards the end of Wrath. My hunter has every quest related achievement plus the Loremaster and Explorer titles. Also, I read almost all of the quest text especially for Cata and for the revamped vanilla content. The revamped quests were a lot of fun even for a lvl 85. I enjoyed the Cata quests as well but for the most part I didn’t really see how they played together; each zone had it’s own story and that story really didn’t have anything to do with Deathwing. Zigzag is also that way with a short story leading up to the two dungeons but they really have nothing to do with Deathwing. Wrath was clearly all about Arthas and you saw that in the npcs, quests, dungeons, and raids. Cata feels like a collection of short stories rather than following a single cohesive theme.
Lately, I haven’t been playing much because I don’t feel compelled to do so. I’ve been playing single player rpgs instead for the story.
Bioware seems like they are going for story driven with SW:TOR so maybe that will be where I end up or maybe it will encourage Blizzard to come up with a really compelling story for the next expansion.
I feel like I’m in the same boat. I recently played through the two Mass Effect games and they were a huge breath of fresh air compared to WoW these days.
Yes, Mass Effect are awesome games. Recently played Witcher 2 and Fallout New Vegas as well. I just dug up the original KotOR and managed to get that running so I’ve been playing that. Looking forward to ES V: Skyrim as well. And hopefully, I’ll get an invite for another beta test for SW:TOR (crosses fingers…); can’t talk about it but I will say it was fun lvling a jedi.
Back to WoW though, I had enjoyable ZA/ZG runs yesterday with guildies so there’s still some fun to be had in Cata once in a while.
Seems like a bit of an apples-and-oranges to compare single player RPGs to MMORPGs.
Designers of single player RPGs have certain advantages, narrative-wise. For example: they can make the player The Big Hero, and they can allow the player’s actions to significantly change the world.
But in an MMORPG they can’t really do either of those (or at least, a themepark style MMO, like WoW. A sandbox MMO can allow players to significantly change the world, but there are other design problems with sandbox MMOs.)
Well… actually, themepark MMOs could do these sorts of things (for example, using extensive phasing), but then I’d argue that the game isn’t really an MMO anymore (at least not in the story aspects of it). It’s just a single-player RPG with a graphical matchmaking lobby.
And maybe that’s what people want. Maybe they want the entire leveling experience of the game to be a single player experience (maybe that’s what Blizzard secretly wants) and then you only get really MMO at endgame. I dunno.