Entries in Lore (80)
Questing: Hemet, Freya, Big-Tongues & Puppymen
PC Gamer UK Scoops More Cataclysm Details
The following post contains information on World of Warcraft's third expansion, Cataclysm. If you don't want to hear about upcoming lore, features or races, then move on to the next informative post at ProjectLore.com.
The Novel Post: World of Warcraft (Comic) Volume 1+2
Blizzard's Extended Universe for World of Warcraft is a bit lopsided. The developer has farmed out an entire collection of lore to various companies, but for the most part, the Alliance material is what's been selected for production by the outside parties. Sure, the Horde out there have a few books, and the various mangas , which happen to be the most balanced of any material, but outside those select few items the misunderstood faction hasn't received too much attention. There is a rebuttal though. The case being made by some Alliance players is that the vast majority of Horde-based lore has been already told in game. For evidence simply look at all of the faction leaders. The history of each leader, and in the case of the horde, some sub-leaders like Garrosh, is known fairly well. That is except for one leader who was missing for years, Varian Wyrnn (purists will note that he was in the game until Patch v1.10). The World of Warcraft comic by Wildstorm has managed to take care of that problem. Volume 1: The initial compilation of the monthly serial is an absolutely fantastic ice breaker. Written by Walter and Louise Simonson the opening story arc revolves around an amnesiac warrior that awakens on the shores of Kalimdor. After being quickly captured and turned into a gladiator, we are given our first inklings as to who this warrior is, by his captor no less. Lo'Gosh, as the warrior eventually is called, is written as a true leader, tactician and all around badass warrior who's quick to fight, and has no qualms with shedding the blood, or limbs, of his victims. The compiled seven issues feature a story arc of their own that mainly revolves around the introduction of Lo'Gosh and the pair of Elves, Broll Bearmantle, a night elf druid and Valeera Sanguinar, a blood elf rogue, that are part of his team. The Simonson's do an amazing job of developing the drastically different backstories to each character, while simultaneously keeping the run full of brutal action. The abilities of artist Ludo Lullabi does a fantastic job of driving the action throughout the 170+ pages without the pages becoming an unreadable mess. A tip of my hate for the heavy fan service, including the use of Dire Maul's arena. I guess a gladiator's life tends to make for some brutal depictions of war. Volume 1 is a stunning book that really sucked me into the story, and even managed to make me feel for previously unknown characters. It wasn't justLo'Gosh's quest that I became infatuated with, but the tales of Broll and Valeera as well. *SPOILER ALERT* Volume 2's review has some unavoidable spoilers for Volume 1 in it. Read it only if you've already read Volume 1, or don't care about spoilers. Volume 2: Volume 1 culminated with the closing of two major story arcs. Broll regained the use of all his druidic forms after much internal strife and external struggles. We also learned exactly who Lo'Gosh really is, Varian Wrynn. To keep things moving the story ended in a bit of a cliff hanger thanks to Valeera's use of arcane energies. That's essentially where the second arc kicks off, with Valeera attempting to secure more magical energy. Unfortunately, Valeera's magic addictions, and Broll's attempts to help her, are kicked to the curb as a secondary arc behind the main plot. It's as if the authors didn't feel that the supporting cast from Volume 1 fit in the coming campaign. Valeera and Broll's own story may have been cut back, but they by no means abandoned Lo'Gosh in his quest to reclaim his throne. It just takes them awhile to even get there. The band of warriors are constantly distracted by various nuisances, the raptors outside Menethil Harbor and the Dark Iron Dwarves raiding Thandol Span for instance, that seem forced and out of place. Sure, the Thandol Span episode allows for the development of Thargis Anvilmar, but the excursion, coupled with the other distractions, left a bitter taste in my mouth. The interruptions did offer additional time for the author's to play with Anduin, Lo'Gosh's son and the now-former King of Stormwind. Of all people to question the supposed return of Varian, and Lady Katrana Prestor's intentions, it was a child who did it first, and demanded a deeper inquiry. Anduin became a major player in Stormwind thanks to the brains he showed throughout the seven chapters of Volume 2, and a character that I can't wait to see develop. If you haven't picked up on it, Volume 2 didn't impress me all that much. Outside of the development of Anduin, the second volume just didn't ring with me as much as the first. It's a bit of recycled content, the plot outside of raiding Onyxia isn't original, things were forced and the cast of characters who've been helping Lo'Gosh since his re-birth were pushed to the side. Even the art is of lower quality when compared to Lullabi's. Its relative lackluster offering won't stop me from continuing the series. It wasn't bad, just not awesome. *</SPOILER ALERT>* Believe it or not, now is probably the best time to get your nose in the comics. Not only has Varian become a recent staple in the Alliance, but Volume 2 deals with not only the Black Dragonflight, but Onyxia herself. And in case you didn't notice, her revamped encounter is being added to the live servers today! Volume 3 will likely be out later this year, and will conclude Varian's story. From there the comic is becomes more Horde focused. I feel obligated to point out this absolutely stellar recap of Varian's current main enemy, Garrosh Hellscream, written by WoW.com's Matthew Rossi. If you're an Alliance player who loves lore discussions it is a must read. Hordies who've dealt with Garrosh time and again likely know Garrosh's ins, outs and mood swings, but could see the orc in a new light.
Cataclysm's Abyssal Maw Previewed By Blizzard
Proverb: Ysera and the Green Dragonflight, Part 1
Proverb is a twice-weekly column discussing the lore of Warcraft. It is spoiler heavy for all Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns!
Fan rendering of Ysera, night elf and dragon forms |
Ysera's current (temporary?) model in her night elf form in WoW |
Creature of the Dream |
Blue Stew: 9/3/09
Blue Stew is a new daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. It's a surprisingly tame day on the forums, folks. Well, of course there's the usual whining, and some questions about the Paid Faction Change, but if you want to find answers to those or discuss the new service, Project Lore's coverage is a really good place to start (I even wrote it myself!). With that said, I've still managed to cherry-pick a few things that I think are worth looking at: So Explain To Me Again... Nerthuz must be suffering from Memory Gremlins in her brain again, because she can't remember what she was told last time she asked about Weapon Skill. It must be hard with those nasty little critter eatin' up your thoughts and all. But, hey, she has a point. What is up with Weapon Skill, anyway? This is an issue we've covered here at Project Lore before. Why iTZKoopA posted something about it just one month ago, and he came to the conclusion that it was a sloppy, poorly-implemented stat, though it may have simply been used as a limiter to keep people from tackling mobs way above their current level. But, then, couldn't weapon proficiency simply be built into levels instead of being something you need to raise? Why not just tack on an extra five points every time you ding and automatically pro-rate new skills you learn from Weapon Trainers? Lore-wise, I suppose there is some sort of justification. Ancilorn points out, in accordance with the theme of Nerthuz's original post: "The worlds most skilled swordsman are not so skilled when it comes to wielding axes in combat. They would have to hone their skill to become competent at wielding axes in combat effectively." Indeed, it makes sense that while just about anybody should be able to theoretically wield any weapon, Weapon Skill is associated with how well they can actually do it. In real life, anyone can learn to shoot a gun, but not everybody can be a Bob Munden. Still, I think it's an iffy stat. It's not terribly inconvenient to max out, but it does feel kind of useless. Even if its inclusion can be justified, maybe it should've been tossed out like all those other stats were at BlizzCon. Cataclysm Compilation Nothing snarky to say about Frejya, the kind of person that everyone on the official forums should strive to be. And it seems that Blizzard approves, as well, as they've given her the hallowed green text of a V.I.P. (Very Important Poster). Now that the Cataclysm section has been opened, Nethaera thought it was high time to move Frejya's extensive and resourceful thread on the next expansion to the new forum. The only flaw with it, of course, is the lack of back-linking to Project Lore! Be sure to check it out if you need to know something about Cataclysm on the fly! Two Minute Buffs Need [To Be] Changed! It just wouldn't be a normal day on the forums without Ghostcrawler addressing a little bit of QQ. This time, 'letter Z' fanatic Bearlizion wantz to know why Blizzard dizcriminatez againzt all of hiz two-minute buffz. This is where I bring up something we talked about yesterday, namely people who don't play the game as it is and rather desire to play it the way they want it to be. Usually, this means ignoring basic play mechanics in favor of unrestricted convenience. Why can't people realize that without limiters placed on your class, it wouldn't be fun to play at all? Ghostcrawler's sage advice shines like a light from the heavens once again: "With warrior shouts, the intent is that the resources do matter. You might not have enough rage at any given moment and part of the skill required in playing a warrior is making sure you have enough resources to both shout and do your other damage." The fun in playing the game comes from strategizing in combat and figuring out how to manage your resources and when to use your skills. As I see it, most Warriors (especially tanks), already deal with a rather bland experience and the best thing to do would be to make them more complex, not easier to play. GC goes on to detail a couple of ways in which that could be accomplished, but the common theme seems to be restructuring rage so that a Warrior tank would have to pay attention to it throughout an encounter and not just at the beginning of it. You guys do remember the old days, right? When threat was actually something people had to worry about? I know I can recall the days of having to strategically limit my DPS and make alternate use of Feint and Vanish to clear my aggro on the target. His other core idea is perhaps putting key Warrior buffs on CDs: "Imagine (I am arm waving for a moment) that Battle Shout and Commanding Shout didn't cost any rage and in fact gave you rage, but were on a cooldown. Then using the shouts might become a more interesting choice -- you'd want to use them at moments when you're rage-starved and generally not when you have a full bar. However, you'd also want to keep them going because of their buff so you couldn't neglect to use them too often either. A challenge of playing the class / a test of your skill would be to shout at the right moment to keep the buff up but also make sure you earn the rage when you most needed it." Sure sounds more interesting to me! But I don't play a Warrior as my main, so I'd like to hear what you more experienced players think of this sort of change. Keep in mind that they're only ideas and this is not an indication that the development team is going to suddenly change the class' mechanics. I just happen to believe that making any class more strategic to play can only be a good thing!
Deleting Old Content: Missing It The First Time
I play a lot of video games. Since 2008 rolled into 2009 I have conquered worlds, become a demigod, twisted my brain, shot an ostentatious amount of bullets, dismembered countless meatsacks, heard more four letters words than I care to admit and even created an army of plants to defend against zombies. Dozens of titles have fallen before me, and I plan on completing dozens more. Even though I play like a fiend - much to the chagrin of TV and movie advertisers - I still miss my fair share of video games. Metal Gears, God of Wars, Zelda, Halos, Final Fantasies (still not final!), even Mario; I've missed one or more titles in today's most popular franchises. What does this have to do with World of Warcraft you ask? Well, like many of the commentators on yesterday's post, I have missed my fair share of raid content. Although my break from WoW during The Burning Crusade's days was short lived, it put me far enough behind the raiding curve (and the finding a good guild curve) that I couldn't catch up in time. Karazhan was the only raid to feel my wrath (sorry). With this sad fact in my mind I have decided to do what I do with my other video games, head back into my library of plastic and visit what I missed in my spare time. From here on out this brand spanking new column, Deleting Old Content, will chronicle my travels to content that many of you have played to death. I won't be running it level appropriate, so I won't acquire the same insight the Questing series possesses. Nonetheless, it'll be interesting to see how this old, old school raider reacts to TBC's content. Of course I am under the gun of Cataclysm's impending release so I better get to work (not because it'll be deleted, but because I'll be busy with that new content)! </sarcasm> If anyone is on the correct side of Magtheridon-US (For the Alliance!) and wants to join me in some Illidan, Gruul and Kil'jaeden destruction feel free to shoot Solidsamm an in-game mail. Now for the magic words, free achievements! This should be enlightening. /me packs for Penny Arcade Expo.
Deleting Old Content: Good, Bad, and Ugly?
One of the biggest side effects to the upcoming cataclysm is the destruction of Azeroth by Deathwing's return. The Earth Warder - or Warderer for the overzealous, over caffeinated, under REMed writer - will return with a bang. The leader of the Black Dragonflight will cut a hole in the world and leave a fiery trail from his exit wound across the Eastern Kingdom. The effects of such a tumultuous event will be felt as far away as Kalimdor (no mention of major Northrend changes have been made), shattering The Barrens, ravaging the coastline of Auberdine and refreshing the Wailing Caverns. It's only natural that the quests and tasks we've done over, and over, change alongside the world. To my knowledge no developer has abandoned old content entirely. We players do it all the time though. When was the last time you spent more than a few minutes running around Outland? (Farming old achievements does not count!) For us, it makes sense to move on to the new hotness for leveling, loot and a myriad of other reasons. Being the efficient minded players that we are, we do just that. This, unfortunately, leaves the old areas crawling with tumbleweeds, bored mobs and unchallenged raid bosses. Why shouldn't Blizzard nuke it and start over? Nearly no one is using it, and to top it off, Blizzard is often ashamed of the archaic design ideas that the company implemented so long ago. By combining the release of new races with Deathwing's destruction players will have a perfect reason to rerun all of the "new" zones, but that leads us to the bad - the disappearance of the old. This may sound contradictory to the good point. That is because it is. The removal of the old content, by way of the new stuff, is going to upset a lot of people. Blizzard surely agonized over the decision to abandon all the vanilla WoW content, but that doesn't matter to the old school. No matter what, those rose colored glasses will make players remember the "good ole days." *cough*Perhaps someone should archive the old dungeon content before it disappears?! I wonder which site would be capable of such high quality hijinks?! Any ideas?*cough* As a consolation prize, much of the old world raids will be returning alongside Cataclysm, albeit in an entirely new form. Apparently beheadings do not kill dragons. The ugly is simply laziness. I've seen, and heard, people claim that Blizzard isn't redoing anything, the company's artists are. Subscribers to this philosophy believe that the massive changes will just be updates to art, textures and models, with little gameplay being modified. I put the question mark in the title on purpose, as I have no fuel to add to this fire. Are any readers out there capable of making a poignant case of laziness on Blizzard's part? In my opinion, there are simply too many zones drastically changing, and too much raid content incoming for me to see the light. The keen-eyed readers will note that the post lost meat as I continued down the list of topics. The Holmes-ish readers will then deduce my stance on the subject, which applies to my girlfriend as well. I hate to see it go, but love to watch it leave. What about you? Feel free to leave my girlfriend out of your comments.
Blue Stew: 8/31/09
Blue Stew is a new daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. Welcome to day two of Blue Stew, everyone. A lot of you seemed interested in what this column has to offer, so I'm going to do my best to bring you its brothy goodness every day this week. Now, on with today's serving...
- Oh man, what is it with Druids? It seems that poor Blizzard just can't get a break from their polymorphic prejudice! Veere has set up an obstacle course made out of Winchesters so that he can get even better at jumping the gun. Wanting to test his progress, he decided to post this gem on the official forums: "NE Mages = The Death of Lore?" I don't know what it is that makes people think that lore exists in a vacuum. Moving forward with the timeline and shaking things up a little bit doesn't equal a retcon, people! So the arcane has been forbidden from Night Elf culture for thousands of years? OK, that's fine, but I'm sure you've all heard this phrase before: "Desperate times call for desperate measures!" Look at it this way, when the world is as threatened as it is by a force like Deathwing, each and every race on Azeroth is going to take a good, long, hard look at themselves and figure out what they can or need to do to overcome that destruction, and sometimes that means breaking taboos and sharing resources with each other. If that means paths once closed need to be re-opened, well, I see no problems with that. But, of course, there will be ramifications for doing so. Blue poster Kisirani reminds us that Blizzard is not ignorant of such things: "I'd like to reinforce that we're perfectly aware of the way Night Elf society has viewed arcane magic over the years. We are similarly aware that Night Elf Mages have been in the game since patch 1.3. Not all Highborne became the High Elves and Blood Elves of today. As evidenced in the screenshot linked, patch 3.2.2 begins the explanation. We're not ignoring what came before, but we are moving the storyline forward, and at times, that means change and a shake up in the status quo." So, please, where Cataclysm lore is concerned, be aware that these things have been announced long before they actually occur within the game world.
- Lyresse spends most of her days inside a giant, plastic bubble. Not because she's sick, but because she's always wondered what it was like to be a hamster. She's also curious about WoW's shoulda-beens and coulda-beens, and asks if phasing technology could be used to breathe new life into old quest lines. Her given examples include finishing the bridge in Redridge Mountains and the remote nature of Marshall's Refuge in Un'Goro Crater (how the heck did they manage to get a flight path out there?). Wryxian responds with a tight-lipped answer, admitting that he knows little of what the development team plans to do with the technology, but that "the main issue will be deciding on when to stop using it." It doesn't seem like we'll be getting any real answers on this subject anytime soon, and while I have no doubt it will be used to make new quest lines more exciting, I'm not sure what can be done for old ones like those Lyresse is interested in. The fact of the matter is that we have to consider Cataclysm as a quantum leap forward in the WoW universe. Everything is moving forward, and many of those old quests might not even be available any longer. That is to say that we likely won't get another line dealing with the bridge in Redridge, because either it will be finished at the start of the expansion, or it will be utterly destroyed. So, I'm not entirely sure that we're going to see old areas of the world that could've benefitted from it in the past actually incorporate phasing now, but rather that they all will from here on out.
- I think Lindra can read minds, because she's asked a question that I've been itching to ever since being clued into the massive changes of Cataclysm: "What's going to happen to the Plaguelands?" Wryxian answered the call once again, expressing his own interest in the possibilities: "It's really intriguing wondering what exactly will happen to places like the Plaguelands. Will they be kept much as they are, even despite the nailing we all expect Arthas will receive, or will they be liberated and thus potentially becoming hotly contested by all the various races that may be interested in re-claiming the area for their own?" With Arthas most likely gone, the Scourge will lose their power. Like a bee hive without its Queen, they'll become listless and without direction. With production of new Scourge at a halt, they become easy pickin's for the likes of the Argent Dawn and Scarlet Crusade, eventually allowed the Plaguelands to be reclaimed by those who seek to call it home. Will the Blood Elves want to rebuild Quel'Thalas? Do the Humans want to reclaim their former capital of Lordaeron? And what about the Forsaken? They still need a place to call home (and, in fact, they seem intent on expanding their influence with the sacking of Gilneas). It seems to me that, with the spirit of open contention between factions at hand, that the Plaguelands will once again become a battlefield. So, what of the Scourge? Just because Arthas is gone doesn't mean they've lost all of their masters. In fact, there are a couple traitorous Forsaken who might see the Lick King's death as an opportunity. Despite their disdain for the Scourge, who could resist controlling an instant army?
Blue Stew: 8/28/09
Blue Stew is a new daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. Welcome to the first edition of Blue Stew! We know that trying to find anything useful on the official forums can be a lot like tip-toe-ing through a minefield, but if you look a little harder, you can find some surprisingly useful information from the development team and various Community Managers (collectively known as "Blues," due to their specially-colored text). The goal of this column is to provide you with the highlights each day, as well as our own brand of commentary on the subjects at hand where appropriate. Considering the nature of the beast, there might not always be a lot worth talking about. But since this is our virgin voyage, why don't we go ahead, crack the bottle on the bow of the ship, and get this thing sailing?
- First up is an inquiry from transmogrification fetishist and part-time Druid, Saberclaw, who idly wonders why Goblins don't get to transform in the same way that Worgen do? Maybe it has something to do with our fuzzy, were-wolf bretheren being the only race with a reason to change the way they look? He quickly recoils from his stupidly outlandish thread title, stating that he was really just trying to ask whether or not we'd get to pick from various goblin types at the outset. Wryxian was kind enough to step up to the plate, stating that while the playable Goblins aren't as vastly different from their current in-game counterparts (as opposed to the Draenei, when they were introduced), you can expect them to be more than just another "standard green short guy." And I have to agree. Just looking at the picture to the right, you can tell that this particular set of Goblins has been bred and prepared for combat. There's something leaner and meaner about them. Something that says they'd rather drain your blood than your bank account. I don't know if it calls for drastic changes to the race, but I bet they'll be a lot more expressive and interesting than your average, "time is money, friend" NPC.
- Axelhander, when he's not busy squishing grapes between his toes, spends his spare time correcting the development team on their flawed game design. Today, he called out Kalgan (a.k.a. Lead Game Designer, Tom Chilton) on some comments he'd made in a locked thread about the nature of Rated Battlegrounds. His major beef? Why, as a primarily solo player, is he being locked out of the best gear able to be obtained through the new rating system? Kalgan already addressed this issue in the previous thread, stating that the reason they didn't want to allow single players to queue and participate in the rated Battlegrounds was because it would be too easy and convenient for them to game the system by afk-ing. The natural assumption would be that, as a part of a group, any individual player would have more incentive to perform at their best. After all, think of it like an Arena group: a member that just sits there while his comrades do all the work (or, more likely, get slaughtered) isn't going to be on the team much longer. Kalgan adds that the current design philosophy for end-game PvE content is to reward organization, and that they'd they like to do the same with PvP: "I understand that you're expressing a philosophical disagreement as to whether rewarding for organizational effort and coordination is the right approach for the game, but I'm not sure why the expectation would be that we'd do that in battlegrounds when we don't do that in pve. You certainly can't 'get gear on par with the game's best' by doing solo daily quests either." Hey, I like to solo as much as the next guy. When I level a new alt, I almost never team up with anybody until I hit the level cap, but what's the use in rewarding someone the finest gear in the game if they don't care to engage in the level of content that requires it?
- Zomber had to put on his "smart" glasses for this one. He asks: What's going to happen to the Argent Tournament when Cataclysm hits? Will it simply become another Quel'Danas, a once-major hub of end-game activity reduced to obsolescence by new content? Or will the event end once the crusade against the Lich King does? Zomber then expanded his query to incorporate other pockets of "dead" content in the game. The inimitable Bornakk answered the call, stating that since not everyone will own Cataclym right away, it makes sense to keep the Tournament, and areas like it, in the game. He also emphasized that it may stay in play longer than Quel'Danas did because it's currently one of the easiest and most convenient ways for a player to raise their reputation with their faction's major cities. Bornakk acknowledges how tricky managing this sort of ephemeral content is: "Generally speaking - spending a lot of time on new content and then making it end and disappear is not something we like to do and have to be very careful on when and how often we do it. We are changing some of the classic continents because they have been there for 5 years so we feel it's okay to change it around after all this time."