Entries in Lore (80)

Questing: Hemet, Freya, Big-Tongues & Puppymen

Splish, Splash
Slowly, but surely, Solidsagart has been progressing along the levels on her way to level 80.  With her XP busting in to the level 76 range I decided to take her to the one zone that Solidsamm skipped, Sholazar Basin.  The last bastion of (almost) untouched life by the Scourge was a wild ride of old quest design, new ideas, stellar writing and world traveling. I'm sure most players know of Sholazar as the new home to the greatest hunter of them all, Hemet Nesingwary.  That, and the presence of the Ghostfish, are about the only things I really knew about the basin before I decided to tackle its content.  Yea, you read that right, I wasn't aware that both the Frenzyheart Tribe and the Oracles made their homes in the Un'Goro Crater-esque zone.  I did figure that out soon enough.
Nesingwary Riding Shotgun
Sholazar starts off innocent, offering a cavalcade of quests that hearken back to the days of Stranglethorn Vale.  I was tasked with killing ten of these, eight of that, and then going for the leader of said species.  It's not until I begin tackling the big game that Nesingwary becomes interested in me, and my various feats.  Once I begin to gain a following in the zone, Nesingwary actually joined me in the hunt as I went for the really big game.  The interaction with such a well known NPC made me feel as if I was having some impact on the world; a great use of subtle phasing. Juxtaposing Nesingwary's incessant need for bigger, badder and more dangerous game is a Avatar of Freya.  The demigod is struggling to comprehend, and hold back, the Scourge that are pouring in from Icecrown.  She asks any who will listen to investigate their coming, and help in their destruction.  She becomes so desperate that she allowed me, a mere mortal, to travel to Un'Goro Crater to unlock a Titan weapon for use against the Scourge. I was told that if I managed to succeed she'd overlook the death I caused in her lands.  My spine tingled when I realized that she witnessed me laying waste to the wildlife, for fun and gold.  The antonymous and interweaving stories between the two hubs end up delivering a perfect opportunity for a moral question or mechanic.  Unfortunately, there was nothing along those lines.  A missed opportunity in my book.
The Lost Hatch & Numbers+1
The most memorable part of the zone for me wasn't hunting game, or demolishing the Scourge.  It wasn't even the fun quests presented by the Oracles or Frenzyheart factions.  What stuck out in Sholazar Basin for me was the writing for the quests, and the story arcs.  As noted, the Freya/Nesingwary tandem made for some good, if one-sided, moral discussion, but the wolvars and gorlocs each had an entire language of their own.  And the language was used, with one quest giver as an exception, for each and every quest presented by the factions.  I actually enjoyed reading the quest text just for the nuances in the language.  The entertaining gameplay mechanics and actual story arcs presented by the faction dispute was simply a bonus. I can't say any other zone's quest dialogue can compare to Sholazar Basin's.  There are areas of the game that offer more jaw dropping revelations and unexpected twists of allegiance, but the basin had it all in one nice little package.  Hell, I even found the hatch from Lost while running around the lush lands. I highly suggest cleaning up any remaining quests you have in Sholazar.  If you haven't been there, you are missing one of the most integrated and self aware zones in the game.  Be sure to run the Frenzyheart/Oracle line to the end.  You'll know the end when you get there...

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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.

TWO SCOOPS! RAWR!
We may have known a bit about WoW: Cataclysm before BlizzCon 2009 thanks to Internet sleuths, but Blizzard still shook the very foundations of Azeroth with a few of the reveals.  The company confirmed most of the rumors, didn't confirm or deny others, and added a range of things that weren't expected.  But the community's hunger for more information hasn't slowed since the doors closed in Anaheim.  The latest edition of PC Gamer UK should quench some of that thirst, as the company has the first major announcements on Cataclysm outside of BlizzCon in the latest edition of PC Gamer UK. We noted in the Goblin and Worgen previews that our characters started off at level 5 instead of the usual level 1.  Blizzard did this on purpose to shield our virgin brains from experiencing "some very cool stuff."  We weren't able to experience it, but the crew at PC Gamer UK did, and they filled us in on the details. The worgen story is told via a flashback to the good ole days of no curse, the Scourge first encroaching on the lands, and the initial whispers of some sort of plague.  It's at this time that we come across, and join up with, Crowley, a man who believes Gilneas' isolationism will be the fall of the kingdom.  Upon realizing that the worgen you are defending the city's cathedral against are your feral friends, you succumb to the curse yourself.  It's a this point that the story merges with our hands-on experience. The goblin experience continues to intrigue me.  Starting at level 1, we are placed in the role of a well-off entrepreneur that spends his life savings trying to escape the morally corrupt Kezan, the goblin home city.  Following that bit of moral depravity is the fact that our life savings only manages to buy us a one way ticket into slavery.  Thank god the Alliance blew up the ship before we were delivered!  It's here that we pickup in the Lost Isles. It's mentioned in the podcast that the goblins will redesign Azshara severely.  To the point that the goblin city is designed to look like the symbol of the Horde when viewed from the sky.  Those crazy goblins. Some smaller story elements that come to light in the article is include confirmation that Garrosh will become the new Warchief.  His first act, to remove all but the orc and tauren defenders from the center of Orgrimmar.  According to Hellscream, only those races are capable of defending the center of the city.  We're also tipped off to an expanding Undercity, and a change to the fate of Southshore.  According to the piece, the Horde will no longer be responsible for the loss of Southshore, apparently a tidal wave will be the culprit. I've covered the big reveals for you, but PC Gamer UK has some additional details that are of interest.  You can pickup a copy of the magazine for the full scoop, or check out the most recent PC Gamer UK (accents!) podcast for a select discussion.  The WoW stuff is in the early section of the podcast, but is broken up by tangent discussions and comparisons - you got Champions Online in my World of Warcraft!

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The Novel Post: World of Warcraft (Comic) Volume 1+2

Varian'd Hit It Both Ways Varian'd Hit It Both Ways 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.

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Cataclysm's Abyssal Maw Previewed By Blizzard

Better Shots Than My Grainy Camera, Eh?
BlizzCon 2009 is certainly gone, but it is by no means forgotten.  The latest, and greatest, convention to celebrate Blizzard's universes has given World of Warcraft players plenty of fodder for questions and concerns.  Not to mention increasing the general hunger we reserve for all things Azeroth (or things in another dimension that happen to impact Azeroth).  Even though the third expansion is a ways away, Blizzard has begun trickling out additional information and screenshots for Deathwing's return via the official Cataclysm website. The Abyssal Maw, the elemental plane of water, was chosen as the first zone to be detailed.  In sticking with tradition, the new page details the background of the zone as told through small snippets of lore.  We learn, or are reminded, that the elemental planes are creations of the Titans to protect their creations from the elemental minions of the Old Gods (ie Ragnaros) and the natural destructive forces of the elements.  However, Deathwing's escape into Azeroth rips open a hole between the planes of existence, allowing noble and nefarious factions to enter the formerly closed areas.
My Camera Totally Balked On These Dark Ones
Blizzard manages to tease a new Legendary item during the description of Abyssal Maw.  By way of describing the likely end boss of the zone, Neptulon the Tidehunter, Blizzard states that he "possesses a potent weapon that allows its owner to control the very seas of Azeroth."  And it appears that players will be able to get their hands on the powerful weapon, "the artifact has remained secure inside the water elementals' domain... but that will soon change." It's nice to see Blizzard following up BlizzCon with new information in such a timely manner.  Hopefully the company can keep the flow of information coming, instead of peaks and valleys.  In case you are wondering, the Cataclysm site is not bare outside of Abyssal Maw.  It also contains the introduction to the Worgen with Gilneas and the Lost Isles for the Goblins.

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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!

ysera_the_dreamer_wallpaper_by_triggerman
Fan rendering of Ysera, night elf and dragon forms
Of all the dragonflights, the green and red dragonflights are considered to be the most peaceful. Alexstrasza, the aspect of the red dragons, the Life-Binder, rules over Wyrmrest Temple and has long been a protagonist of many perilous adventures. Ysera has not gotten nearly as much attention as Alexstrasza, but with Neltharion as the main antagonist of Cataclysm, Malygos killed in the Nexus War, and Nozdormu likely involved in the Infinite Dragonflight (see previous Proverb columns), Ysera and the green dragonflight may be one of our last remaining draconic allies. Ysera, like all dragons, was created by the Titans from the great proto-dragon Galakrond. The titan Eonar gifted her with the powers of nature. Eonar also imparted some of her power to Alexstrasza, but the form it took was more specifically in life energy. Ysera was tasked with safeguarding the natural world and the Emerald Dream, an alternate realm that exists parallel to the mortal realm where all mortals dreams take place, among other things. The Emerald Dream exists much as the world was at its shaping, a lush, green paradise. It is what the world would be like if sentient beings were not to exist. Even those who can walk the Dream, including its master, Ysera, cannot alter the Dream; it will always quickly revert to its unaltered state. Many powerful beings, especially those skilled in the ways of natural magic, can exist in both realms at once, or move their spirit through the Emerald Dream while their physical forms remain in the mortal realm. Novice spellcasters can easily become overwhelmed by the serenity of the Dream and never return to their bodies. Their physical forms slowly die of starvation, destroying their spirit as well.  Ysera, known as The Dreamer, nearly always has her eyes shut, wandering the Emerald Dream in spirit while she freely roams the mortal realm. Ysera often takes the form of a female night elf with green robes, hair, and eyes, especially in the Emerald Dream.

yoggysera

Ysera's current (temporary?) model in her night elf form in WoW
Cenarius, the patron of the Druids, was "adopted" by Ysera. Cenarius' actual parents are Elune and Malorne (known to the Tauren as Mu'sha and Apa'ro), but as Cenarius was much more mortal than Elune, she entrusted him to Malorne for his upbringing. Malorne was very close friends with Ysera, and Ysera seemed a more proper mother figure for Cenarius' life. Cenarius learned much about natural magic from Ysera's teaching and became a master of the wistful Emerald Dream. Perhaps 55,000 years after these events, Cenarius imparted this information to the night elves, training Malfurion Stormrage as the first druid. Many druids maintain a very close relationship with the green dragonflight, as they both spend much of their time tending to the natural world and the Emerald Dream. Many druids even become dragonsworn. Soon after Cenarius began training Malfurion, the Burning Legion invaded Azeroth. The night elves fought a difficult war and many of the Ancients, including Cenarius, ultimately helped decide the outcome. Neltharion, later known as Deathwing, tricked the other four dragon Aspects, including Ysera, into sacrificing much of their power into an artifact known as the Dragon Soul, later called the Demon Soul. He did not impart any of his power to the artifact, and as such remained much more powerful than the other dragons. Malfurion and Krasus attempted to travel to the lair of the Aspects so that Krasus could commune, but Neltharion had erected a strong barrier, making it impossible for them to enter. Malfurion entered the Emerald Dream to seek out Ysera to grant them an audience with Ysera. After repeatedly mentioning that he was a student of Cenarius, Ysera allowed his spirit passage to the meeting of the Aspects. While the Aspects discussed the demon soul, Malfurion investigated it silently with his mind. Neltharion noticed his meddling, and attacked him with silent spells. Malfurion attempted to escape to the Emerald Dream, and Neltharion surprisingly was able to follow, and follow undetected to Ysera. Neltharion took on an even more fearsome form in the Dream, but appearances in the dream world mean little. The implications of this event are many; the fact that powerful spellcasters such as Neltharion can enter the realm without communing with nature is interesting, as is the possibility of such beings entering the Dream without Ysera taking note.
ss583
Creature of the Dream
Neltharion's madness drove him to use it against anyone not of his flight. This caused a desperate struggle that resulted in the vast majority of dragons perishing, including practically all of the blue dragonflight. After a long battle, the demon soul was taken from Neltharion and sealed far beneath the earth, with an enchantment that prevented it from ever being wielded by dragonkind again. The War of the Ancients, as it later became known, ended with great losses, such as the death of most night elves and the exile of the highborne. Illidan Stormrage recreated the Well of Eternity using the Vials of Eternity, which caused his imprisonment at the hands of the remaining night elves. Ysera rewarded the night elves by planting a great tree in the Well of Eternity using an acorn from the Mother Tree G'Hanir, which perished with the death of its master Aviana during the War of the Ancients. This new tree became known as Nordrassil, the first World Tree, which greatly aided druids with natural powers, including the entry into the Emerald Dream. This direct endorsement from Ysera of the druids may have been one of the reasons druidism grew. This tree was blessed by the remaining Aspects. Nozdormu's blessing made the tree timeless, and the night elves inherited from it the power of immortality, causing them to never age (until the tree's eventual destruction). Look for part 2 tomorrow!

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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... Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? 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!

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Deleting Old Content: Missing It The First Time

Kil'jaeden The Beautiful One Will Feel My Daggers! Kil'jaeden The Beautiful One Will Feel My Daggers! 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.

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Deleting Old Content: Good, Bad, and Ugly?

"I'm Ron Burgundy?" "I'm Ron Burgundy?" 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.

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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.
  • Grand Apothecary Putress Grand Apothecary Putress 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?
Well, that wraps it up for today, folks. Add your thoughts below and, as always, keep those suggestions flowing!

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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?

  • picture-38First 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."
So that's it for the first edition of Blue Stew, which we will pick up starting again on Monday. I hope you were entertained, enlightened, or both. But it's clear that there are many ways in which we could improve this column. So, please, in addition to adding your thoughts on the content above, let us know how we might make it better! What sorts of issues should we focus on? How can we make it more interesting to read? The floor is yours, readers.

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