Original post by Rumbleskim on /r/hobbydrama.
This is the sixth part of my write-up. You can read the other parts here.
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Part 1 - Beta and Vanilla
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Part 2 - Burning Crusade
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Part 3 - Wrath of the Lich King
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Part 4 - Cataclysm
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Part 5 - Mists of Pandaria
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Part 7 - Classic and Legion
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Part 8 - Battle for Azeroth
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Part 9 - Ruined Franchises
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Part 10 - The Fall of Blizzard
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Part 11 - Shadowlands
Part 6 – Warlords of Draenor
This might seem like a bizarre topic to start with, but stay with me here. It all links together.
The Warcraft Movie
On 9th May 2006, a Blizzard press release announced the production of a live-action movie set in the Warcraft universe, in partnership with Legendary Pictures. Fans were euphoric. Blizzard’s cinematic trailers had some of the best CGI in the world. Even today, they have never released a bad one. Fans wanted something like that, only 90 minutes long.
"We searched for a very long time to find the right studio for developing a movie based on one of our game universes," said Paul Sams, chief operating officer of Blizzard Entertainment. "Many companies approached us in the past, but it wasn't until we met with Legendary Pictures that we felt we'd found the perfect partner. They clearly share our high standards for creative development, and because they understand the vision that we've always strived for with our Warcraft games, we feel there isn't a better studio out there for bringing the Warcraft story to film."
However good their intentions may have been, the film would linger in production hell for a decade before seeing the light of day. It was scheduled to hit theatres in 2009 under the direction of Sam Raimi (of Spiderman fame), but it was still only in its early stages when Blizzcon 2011 came around..
Uwe Boll, grim reaper of video game adaptations, tried to get his fingers on the film. Blizzard’s response was emphatic.
"We will not sell the movie rights, not to you… especially not to you. Because it's such a big online game success, maybe a bad movie would destroy that ongoing income, what the company has with it.”
Seven years into production, they settled on a director. Duncan Jones (son of David Bowie) had directed three films and one of them had been somewhat successful – Moon. He immediately set about changing the story, which set the film back a bit, but they were finally able to make progress. A ‘sizzle reel’ was shown at San Diego Comic Con later that year, featuring a battle between a human and an orc. By the end of 2013, the film had been cast, and began shooting in mid-2014.
Warcraft finally premiered in Paris on 24th May 2016. It grossed $439 million, making it the most successful video game adaptation of all time, but the costs of production and promotion were so high that it still made a loss of up to $40 million for the studio.
The film was… divisive. The average Western viewer was alienated by the dense lore and confusing plot. In fact, it made most of its profit in China, where people flocked to see some CGI warriors smash into each other. Critics (most of whom knew nothing about the Warcraft franchise) absolutely hated it. Writing for Movie Freak, Sara Michelle Fetters said:
”Warcraft can't help but be a major disappointment, the game all but over as far as this particular fantasy franchise is alas concerned.”
Vanity Fair’s Richard Lawson had a similar opinion.
”Having sat through this baffling movie's grueling two hours, I can't in good conscience even recommend it to Warcraft devotees. There's nothing here for anyone --neither man nor orc”
The New York Post was very critical too.
”Jones ... is trying to deliver something like "The Lord of the Rings" minus the boring bits, but without the boring bits what you have is Itchy and Scratchy with maces.”
It’s true that the film was… a fixer upper. The CGI was impressive but often awkward, the accents were all over the place, the armour looked like bad cosplay, the tone was off, and the characters were hard to empathise with. Nonetheless, it found a following among Warcraft’s oldest fans. On Rotten Tomatoes and Metacritic, it has user scores of 76/100 and 8.1/10 respectively, which speaks to its cult classic status.
It was a thrill seeing the places and people they’d been playing alongside for years, rendered with such love and care on the silver screen. Stormwind City and Dalaran, the Dark Portal, Durotar and Thrall. It was a love letter to the fans.
The user ‘nerdlife’ had this to say:
”A truly work of love. As a diehard warcraft fan this movie was amazing. So many details, amazing art design and amazing sound design. It truly shows how disconnected the critics are to the everyone else. Me and everyone i know that went to watch the movie truly liked it.”
Here are some more responses.
”Simply a great movie, enjoyed every single bit of it as a Warcraft fan.”
[…]
”As a fan of Warcraft I went into this movie a little bit sceptical, but from ten minutes in I was already loving the film. The majority of critic reviews are pathetic and should just be ignored. The CGI is mostly fantastic, and the story while it is a little rushed at the start is also pretty good.”
In 2018, Duncan Jones would speak out about the issue he raced making Warcraft. It took place during a tumultuous time, both for his personal life and for the film. He said production was plague by ‘studio politics’, with Blizzard and Legendary picking the film apart and forcing multiple re-writes.
Despite all of its issues, rumours circulated in 2020 that a sequel was in the works. The rumours were picked up by Lore Daddy Chris Metzen, who helped create the story of Warcraft, though he has since left Blizzard.
"A new movie based on the huge video game series, World of Warcraft, is reportedly in the works at Legendary Pictures. According to relatively reliable scooper, Daniel Ritchman, Warcraft 2 is now in development, thanks largely to the game and first movie's popularity overseas."
Now, you might be wondering why I started a post about the next World of Warcraft expansion by talking about the film. You see, there was a problem. The movie focused on the ‘First War’, which played out in ‘Warcraft: Orcs and Humans’, the original Warcraft game from 1994. It was pretty light on plot, so most of its story was added retroactively in sequels and novelizations. Only the hardcore lore-nerds really knew much about it.
The most recent WoW expansion, Mists of Pandaria, took place thirty years later, and those years were full of incredibly dense plot. Blizzard were setting their film so far in the past and basing it on a game so few people played, they worried it would alienate fans.
Their solution was ingenious. And by ingenious, I do of course mean mind-bogglingly stupid. The next expansion would take players to an alternate universe, set thirty years in the past.
The Big Announcement
Blizzcon 2013 was a good one. Siege of Orgrimmar had recently come out, and players were loving it. They had seen four patches in the last year, and two of the best raids ever. Diablo III’s expansion was revealed, and it looked great. Blizzard also showed off Heroes of the Storm, their first foray into the MOBA genre, the movie was making strides, and the trading-card game Hearthstone got a beta release. In terms of content, it was one of the busiest conventions Blizzard had ever held.
With so much going on, Chris Metzen didn’t have to generate any hype when he took to Stage D – the audience was already excited. But he took his time warming them up anyway. When he promised a return to Warcraft’s roots, they practically foamed at the mouth. The trailer was a hit. You can watch it here.
People weren’t quite sure what they were looking at, but they liked it.
I need to cover quite a lot of lore to give you a sense of what’s going on, but I’ve boiled it down to its absolute simplest form. Feel free to skip to the next section it if you don’t care.
There were two planets: Draenor and Azeroth. Draenor was the homeland of the Orcs, Ogres and Draenei. Azeroth had the Humans, Elves, Dwarves, Trolls, and so on.
The Draenei were being pursued by the Burning Legion, an infinite army of demons. The legion didn’t find the Draenei, but they found the Orcs and began corrupting them, starting with Gul’Dan.
Gul’Dan manipulated the Orcs into uniting to form the Horde, and waged a war on the Draenei. In an iconic scene, the Orcs drank the blood of the demon Mannoroth, turning their brown skin green and making them fully subservient to the Legion.
Empowered with demonic magic, they easily overcame the Draenei, who fled (and eventually found Azeroth). In response to all the evil energy, Draenor began to die, and the Orcs were forced to kill each other for what little food remained.
While all this had been going on, an extremely powerful wizard named Medivh was born on Azeroth, with his own demonic corruption. He made contact with Gul’Dan and together they hatched a plan. Two Dark Portals were built, one in Draenor and one in Azeroth, and Orcs flooded through. They fought the humans and succeeded destroying Stormwind, one of the Seven Kingdoms. That concludes ‘The First War’.
The Second War followed the Horde as they moved north, conquering most of the continent. The remaining Human kingdoms united with the Dwarves, Gnomes and High Elves to form the Alliance. The Horde was defeated and most of the Orcs were locked up in camps. One of them, a baby called Thrall, would go on to liberate the Orcs, cross the ocean to Kalimdor, and create a new ‘honorable’ Horde. Here’s a helpful map.
Ner’Zhul, an important dude who I’ve mostly left out of this summary, was chased back through the portal into Draenor by the Alliance. He cast an extremely powerful spell which ended up destroying the planet, turning it into Outland.
Anyway.
Thirty (in-game) years later at the end of Mists of Pandaria, Garrosh is put on trial for all those War Crimes he did. Through some confusing plot shenanigans, he’s spirited away to an alternate universe version of Draenor, right before Gul’Dan convinces everyone to drink demon blood. Garrosh sees this as the moment everything turned to shit for the Orcs, so he intervenes and stops it, as we see in the Warlords of Draenor cinematic. Rather than serving the Legion, the Orcish clans unite to form the Iron Horde. Wrathion (from the Mists write-up) engineered all this to happen because he wanted to conscript the Iron Horde to fight the Burning Legion.
They still build a portal and invade Azeroth (our Azeroth, not an alternative Azeroth), but this time they’re just doing it to be dicks I guess. The leaders of each clan make up the titular Warlords.
If you’re interested in learning more, RUN. It won’t end well for you. You don’t want to get into Wow Lore.
But if you do, here’s a concise history of the entire Warcraft universe told by a friendly Dutch fellow. Go to 13:13 for the story I told above.
The bizarre concept wasn’t as controversial as you’d expect. At least not at first. The community was eager to leave Pandaria behind and return to the themes and characters that had made Warcraft great. Draenor offered limitless possibilities for creative storytelling.
Blizzard marketed it as a dark, cut-throat, visceral expansion. The word ‘savage’ was used so much that it became a meme. When the cinematic came out, Chris Metzen tweeted, “the age of the whimsical panda is over”. To help players overcome to premise of Warlords, they showed off detailed plans for zones, patches, the new ‘garrison’ feature, and even the end boss.
This was a mistake.
Death By A Thousand Content Cuts
The beta for Warlords of Draenor began on 5th June 2014, and by all accounts it was kind of a mess.
A bug caused female Draenei characters to ‘fail to display their default undergarments’, which made it possible to be fully naked. The female draenei population skyrocketed on the affected servers. Another bug warped Night Elf facial textures, which one beta tester described as ‘similar to the aliens from They Live’. The dungeons were ‘violently unstable’, and ‘the loading bar boss was reported to have defeated 99% of players’. All characters were wiped – multiple times. At one point the servers were knocked offline due to a fire at a substation near Blizzard’s offices. One of the servers was labelled [EU] when they were all actually US servers, so that server became overpopulated because all the European players were using it.
And that was just July.
In the PvP zone ‘Ashran’, Paladins were given an overpowered item that let them stun enemies and teleport them to the Stormshield dungeon. A group of Alliance roleplayers began abducting members of the Horde, keeping them stunned while they held trials, sentenced them to death, and summarily executed them. A developer discovered this and described it as ‘awesome’, but the item was removed.
WoW betas are best compared to the Wild West. They’re a chaotic storm of bugs and half-finished assets. It can be difficult to figure out what exactly is going on. But it soon started to seem like almost as much was being taken away from Draenor as was being added.
On 26 June, Blizzard cancelled the cities. The beautiful temple complex of Karabor had been promised to the Alliance, and the Horde had been offered Bladespire Citadel, a colossal and intimidating fortress. The buildings remained as empty shells where a few story quests took place, but were otherwise abandoned. Instead, players would get Warspear and Stormshield, small villages made from generic assets, nested on either end of Ashran.
The reaction was immediate. Complaints filled every forum. The main MMOChampion thread stretched out to well over six-hundred pages. There wasn’t much debate – everyone was pissed off.
"Yes I was positive about other changes in warlords, but this one makes me one to not play the game."
[…]
"This is absolutely horrible, why would they do this?! I don't understand. I was looking forward to these cities a lot. Please change it back."
The community speculated on why this had happened. Was Blizzard cramming the Horde and Alliance together to encourage PvP? Was there a lore reason? Did they have more important plans for Bladespire and Karabor? Some players believed the faction capitals were being made deliberately shitty because Blizzard were going to introduce new, cooler ones later (LINKS TO REDDIT).
Blizzard tried to create some story-based reason, which was immediately torn apart in a storm of mockery (LINKS TO REDDIT) and sarcasm.
As more information came out, it became clear that the truth was much less exciting. Blizzard was struggling for time. Bashiok, one of the developers, said ‘We saw how much time it would take, said that’s not reasonable, and went for a reasonable solution’.
But if you read my previous post, you would know why that explanation fell on deaf ears. Mists of Pandaria had the longest content drought ever, specifically due to the development of warlords taking so long. So this expansion was taking longer to make, but delivering less? (LINKS TO REDDIT)
"This is a huge part of every expansion (LINKS TO REDDIT) because it's where we spend the most time in the expansions lifetime. And after our previous lackluster faction hubs in MoP to have an even more lackluster faction hub in warlords puts a MAJOR damper on my excitement. I REALLY hope blizzard finds a way to give us what we want."
[…]
"Ice Mountain Tower would have been better. That's something new for a city. Instead we got Orc Camp 37G."
[…]
"Fuck the shattered capital, beacon of light in a dark world. Fuck the mystical floating city. Fuck the golden pavilion hidden away in the ancient grove.
We've got wooden huts with red roofs! Maybe get some sharpened logs jutting out everywhere. Slap some spikey iron on a couple of the important buildings. And the floor can stay dirt."
There was a subset of players who tried to defend the decision, pointing out that things can change during the beta of a video game and it doesn’t always constitute broken promises, or that it simply didn’t matter.
"People are making this a bigger issue than it is. (LINKS TO REDDIT) Your just going to use it for portals and the bank anyway so what is the problem?
Honestly, I'm fine with the change. Apparently the sky is falling circle jerk revolving around this change is so strong that someone trying to stay positive is treated as a pariah, though."
The outrage which flared in response to this logic was almost worse than the fury aimed at Blizzard. The fans began to turn on one another. It can be very dangerous to see things from somebody else’s point of view without the proper training.
"Suddenly the thread is full of people who never commented on the issue before, for some reason trying to support Blizzard's bullshit. Smells pretty bad in here. Lots of people aren't just going to follow along with blizzard on this one, fucking deal with it."
At first Blizzard had given the impression that the cities had been cancelled during development. It later came to light that though the exteriors were complete, there was ‘never any actual work done to build them into faction hubs’. It seemed Blizzard had known for a while that the cities were never going to materialise – perhaps even before Blizzcon - but they had chosen to avoid mentioning it until as late as the beta. It was never going to go down well.
"So they were teased specifically to get people to preorder the expansion with no intention of actually making them?"
This realisation only added more fuel to the fire.
"Thats not even changing their minds during the developing process, which they said they did, they just fucking lied when they told us Karabor would be a city."
The discourse was getting rough, but the cuts had barely begun.
Things were disappearing from the map. This included a large island at the bottom-left of the main continent and Farahlon - one of the main zones revealed at Blizzcon. The loss of Farahlon was particularly controversial because it was meant to become Netherstorm in Outland.
"It's such a shame (LINKS TO REDDIT), because it was the zone I was looking the most forward to, and now that it doesn't even exist on Draenor, Netherstorm feels out of place…"
[…]
"Not having Farahlon leaves the experience of seeing Draenor pre-shattering incomplete, IMO."
[…]
"Fucking half assed expansion."
The explanation Blizzard gave for abandoning the zone was rooted in a lack of direction - no one could agree on how Netherstorm should have looked before it was destroyed. In a later Blizzcon, the developers revealed that the zone was originally planned as a starting area for boosted characters, but the idea was abandoned. Whether that is true, or Blizzard was simply struggling with time and resources, we may never know. We can only be sure that it was scrapped early on, at a time when almost nothing had been built yet.
Since Farahlon was promised as patch content, nobody could be quite sure whether it had been cancelled or simply delayed. There was no big bombshell moment. Blizzard certainly weren’t offering one.
"I don't necessarily think it's confirmed it's not coming so I'm holding out a tiny bit of hope but I'm not too optimistic about it."
Time passed and the map stayed empty and players were left to draw their own conclusions.
The third blow came on the 24th of July when Blizzard cut Tanaan Jungle from launch. Once again this major announcement came in the form of a tweet from a developer, but at least this time they were able to offer a little clarity. It would still arrive in the form of a patch. As Tanaan was the base of the Iron Horde, Blizzard explained, it wouldn’t be practical for players to go there straight away. And it surely had nothing to do with the fact that the zone was so incomplete on the current beta that it could barely be recognised.
The excuse would have gone down more smoothly if it hasn’t accompanied yet another lie. Once again, Blizzard said:
"As to Tanaan, the rest of the zone has always been planned as patch content."
Players were quick to pick holes in that.
"For having been in and following the beta there has been no evidence or hint Tanaan would be pushed into another patch. I don't mind personally but there has been absolutely 0 hints on Tanaan being "intended" to be a patch."
[…]
"I feel if that's the case then this should have been clarified earlier. Today is the first day that its been mentioned that the rest of Tanaan is a patch zone, it's been months since WoD was announced. People have been thinking Tanaan in its entirety would have been with WoD launch.
I have zero issue with the rest of Tanaan zone being patch content, personally. If that was always the plan, then it is what it is. But the lack of communication is disconcerting."
[…]
"Their PR is horrible nowadays (LINKS TO REDDIT). How do they advertise a zone at BlizzCon and then act like we misinterpreted when it was coming out? We understood Farahlon's status as a patch content area easily enough. Tanaan was never presented that way."
To those players closely involved in the beta, it was impossible not to notice that this was a recurring issue. It was starting to draw attention.
"It seems like every week something is getting cut, gated or completely changed from what was announced and hyped people up at Blizzcon."
[…]
"They are getting caught with their pants down, time and time again now."
[…]
"Something is definitely going on behind closed curtains over at Blizzard, the amount of cut content is ludicrous."
[…]
"We can only speculate as to what caused so many issues inside Blizzard."
Then there was the Zangar Sea, which was implied to be a zone – it had its own music, its own enemies, concept art, and someone had clearly started building it. In fact the seas all around the continent were surprisingly detailed. But the Zangar Sea simply never materialised.
There was never any official statement on Zangar. After everything else that had been cut, no one held out much hope.
At Blizzcon, developers discussed the Gorian Empire, the homeland of the Ogres. They heavily implied it might be explored in a patch. But like so much else, it was cut.
While we’re on the topic of cut content, I need to mention the Chronal Spire. This appeared in very early maps as the gateway from Azeroth to Draenor. For whatever reason, Blizzard changed their plans to have players enter through the Dark Portal instead. The only problem was that they had already paid Christie Golden to write the book leading into the expansion. Garrosh travelled to Draenor with the help a rogue bronze dragon (the ones with power over timelines).
By changing this plot point, they undermined the book’s narrative, and caused a number of plot holes to appear. By connecting the dark portal in Azeroth to Draenor, they effectively cut off access to Outland. And since players broke that new connection immediately after visiting Draenor, the Dark Portal was rendered useless. Nowadays when players step through, they are teleported to Ashran – which makes no in-game sense whatsoever.
This Bronze Dragon stuff is actually kind of important and cutting it is a huge issue, but I digress.
The player Kikiteno summarised it this way: (LINKS TO REDDIT)
"Blizzard stated they didn't want this to come across as a "time travel expansion" so they really toned down any and all elements of chronal/bronze/infinite anything.
The problem is WoD became a time travel expansion the moment they decided to use fucking time travel as a plot device. Honestly, I would have preferred a time travel expansion, as dumb as it would have been, to a goddamn orc expansion."
But goddamn orcs is what they would get.
A Promising Start
Gamers can be fickle. After all the cuts, all the convoluted plot threads, the bad communication, the messy beta, and after much of the community had begun to notice serious problems behind the scenes at Blizzard, all it took to turn the tide was one really good cinematic. We’ve talked about the trailer before, but I really need to emphasise just how popular it was. To this day, it remains the most viewed video on the World of Warcraft YouTube channel. It had an extraordinary effect. The hype hadn’t been this intense since just before Cataclysm.
There were also the shorts. To promote Mists of Pandaria, Blizzard had released ‘The Burdens of Shaohao’, a set of animations explaining the themes of the expansion. Warlords of Draenor established this as a tradition. If you’re interested in seeing them all, the other sets are, ‘Harbingers’, ‘Warbringers’, and ‘Afterlives’.
Even at this point, perceptive players were beginning to voice serious doubts, but they were helpless in the face of the expansion’s unstoppable momentum. When Warlords released, ten million players flooded its servers. No one in their wildest dreams had predicted numbers like these. Clearly Blizzard hadn’t either, because in the days that followed, almost every realm was brought low by rolling crashes and waves of lag. Most players could barely stay logged on, let alone make progress. Garrisons were totally unusable. Even moving near the garrison area caused the game to break.
It was a problem, but to Blizzard, it was a good problem.
And what’s more, fans loved it. The zones were beautiful, the stories were well-told and ended with lavish in-game cinematics, the dungeons were fun (though there were angry murmurs about how few there were), the garrison system was incredibly popular, and while there was only one raid available at launch, it was extremely good. The Warcraft renaissance heralded by Siege of Orgrimmar was a bust, but this felt real. WoW was back.
While we’re here, let’s just look at what the final product contained.
There were six questing zones, but one was exclusive to each faction. The introductory sequence involved players beating back the Iron Horde at the Dark Portal, passing through, and shutting it down from the inside. Trapped in this new world, players fled on boats to their starting zones.
The Horde started in Frostfire Ridge, a snowy region littered with jagged volcanoes and full of Orcish architecture. Players followed Thrall as he got to know some of Warcraft’s big-name Orcs, such as Orgrim Doomhammer and Durotan – Thrall’s dad.
The Alliance got Shadowmoon Valley, widely considered to be the stand-out zone of the expansion. It was a blue-tinted land full of willows, glowing fae creatures, and crystalline Draenei temples. Its focal character was Yrel, a young paladin trying to find purpose.
After completing their starting zone, players were sent to Gorgrond, a beautiful and wild zone based on Yellowstone park. It typified the ‘savagery’ Blizzard had promised. Then came Talador, a Draenei zone full of fantasy forests. Spires of Arak followed, a totally original zone which explored the origins of Outland’s Arrakoa. Cities were built into its twisted rock formations, and made for an impressive sight. Finally came Nagrand, a remake of the most beloved Burning Crusade zone. It was very similar to the original, and players wouldn’t have wanted anything else.
Blizzard had clearly taken liberties when they designed Draenor, creating zones that had no business existing and ignoring zones which should have been there, but the ‘tourist sights’ had been preserved. The Dark Portal, Black Temple, Auchindoun, Shattrath, Oshu’gun. Blizzard had become masters at exploiting the draw of nostalgia, and they did it excellently here.
Pandaria’s treasures, lore tidbits, and rare enemies had been so popular, Blizzard took them to the next extreme. Draenor was packed full of things to find. Exploring was half of the fun. These zones also saw the advent of World Quests - rather than follow the tightly-choreographed story, they offered broad goals which could be completed in numerous ways, and gave the player huge EXP rewards. It was a welcome change that made levelling alts easier than it had ever been.
Every zone offered the option of two unique abilities which would only be available in that zone. It might be a mount you could use while in combat, or a tank, or a second hearthstone, or the option to call in an airstrike. Each one opened up new gameplay options, and made every zone feel distinct. Players loved it. The idea of ‘borrowed power’ would be much more prevalent in later expansions, and much more controversial, but in Warlords it was beloved.
After reaching max-level, it all became about the garrison. The much-maligned dailies of Mists were almost completely gone, and what little ones remained were kind of pointless. Choosing which buildings to place, upgrading them, collecting followers, and sending them out on missions was incredibly fun. You could have your own inn, your own bank and auction house and farm and mine. It was the player housing that the community had begged for since the game began. The system was popular.
At this point, you might be starting to wonder why anyone hated Warlords at all.
Writing for Polygon, Phillip Kollar said:
"At launch, this expansion was a brilliant addition to an already massive game, brimming with new ideas and dozens of potential directions to take things in the future. But following release, Blizzard dropped the ball in a way so spectacular that it’s still hard to believe."
The Problems With Garrisons
It didn’t take long for the first cracks to show.
After a month or two, everyone finished getting their garrisons how they liked them, and settled in for the long haul. The entire end-game was built up around garrisons, and every commodity players could possibly need was within arm’s reach. They were simply too convenient. No one had any reason to leave. Rather than purely acting as a nice place to hang out (like player housing in every other game), Blizzard had needed to make them ‘practical’, and this backfired immensely.
Writing for Massively Overpowered, Eliot Lefebvre suggested that the problem with garrisons was Blizzard’s aversion to customisation for the sake of customisation.
"…the design choices were pretty much universally made with a strictly functional viewpoint. The stated goal of having WoW‘s version of housing fell away based upon the designer assertion that no one wants to play The Sims in WoW, disregarding that the two aren’t mutually exclusive goals. There’s space to argue that these were bad choices, but I think that ties in nicely with examining the other major complaint about Garrisons being an unpleasant chore.
When you can get better rewards from Garrisons than from doing anything else short of Heroic raiding, so to speak, you are naturally going to do that, because why would you not?"
Since every aspect of the garrison had to carry a clear practical purpose, Blizzard found themselves increasingly limited in the customisation options. The features advertised at Blizzcon gradually fell away. Players couldn’t choose which zone to build their garrison in, as they had been promised. They couldn’t choose between multiple layouts - that was scrapped in development. They couldn’t name followers or display trophies taken from enemies. They were very limited in which buildings could go where.
"I think the biggest misstep here is that Blizzard stubbornly refused to acknowledge that players don’t just want an identical castle to everyone else in the game, but that they craved their own personal space to customize.
There is virtually no room in garrisons to express individual creativity. Sure, you can place buildings slightly different and choose music and I think pick a tapestry here or there, but my garrison is going to look pretty much the same as every other alliance character’s place.
Look at how rabid players are with transmog — it’s because that’s pretty much the only way that the game allows them to express creativity and visual personality. Proper player housing in WoW could have been that to the nth degree."
The Inflation Crisis and the WoW Token
Perhaps the most destructive part of Warlords was what it did to the economy – rampant hyperinflation. WoW had always had inflation, because players had always gathered more gold than they spent. Blizzard wanted to make it possible for new players to buy stuff, so each expansion rewarded more than the last. WoW’s economy sat in this delicate balance for over a decade without issue. Until Warlords.
Garrisons gave players the ability to easily farm herbs, ores, or other material, and also to process them into valuable items. They could send out ‘followers’ on missions which required zero effort to complete, but rewarded hundreds or thousands of gold. Here’s a guide from the time.
Before long, the game was full of millionaires.
Blizzard’s solution to this problem was… rudimentary. They removed the ability to generate enormous amounts of gold when the next expansion came out, and they filled the game with gold sinks. A gold sink is an extremely expensive item designed to remove money from the economy. These included gear appearances and toys, but mainly came in the form of mounts. This wasn’t anything new – the famous Traveller’s Tundra Mammoth went back to Wrath of the Lich King. What changed was the sheer cost of these mounts, as well as how many there were.
The Marsh Hopper cost 333,000 gold, and there were three to buy. The Lightforged Warframe and Palehide Direhorn each set you back a spicy 500,000 gold. The Bloodfang Window cost 2 million, and the famous Mighty Caravan Brutosaur cost 5 million.
This wasn’t really a solution. The gold farmers had so much money that none of these mounts made a dent in their wealth, and it meant a lot of mounts were totally unattainable to everyone else. This was especially bad in the case of reputations. Imagine working your socks off for weeks to max out your reputation with the Argussian Reach faction, only to find out you would never get the mount, because it had been turned into a ludicrously expensive gold sink. One expansion (Battle for Azeroth) would turn ALL of its faction mounts into gold sinks.
Rather than fix the problem of inflation, this just made the non-wealthy players more angry about it. Now it was affecting them directly. And since it didn’t fix inflation, everything else remained exorbitantly expensive.
If you avoided these gold-making techniques, or weren’t subscribed during the time when they were possible, you were effectively locked out of the game’s economy.
Blizzard did have one other trick up its sleeve to help with this.
In April 2015, Blizzard introduced the WoW Token. It was an in-game item representing one month of game play-time. Players could buy them for real money, and sell them to other players.
WoW gold had always had an in-game value on black markets, but now it was official. Blizzard took some measures to limit the tokens - unlike other items, players could neither set the price, bid or haggle, or choose who to buy from. The market price was automatically set by an algorithm based on supply vs demand, and tokens could not be directly exchanged for real money – though they could be exchanged for Battle.net account balance to spend on other Blizzard games, and those games could be legally sold on key-selling sites for real money.
The WoW token had four aims:
To motivate dedicated players to keep playing by allowing them to pay their subscription fee in gold
To give casual or new players an avenue into the economy by letting them buy gold through legitimate means
To generate more profit from their shrinking player base
To undermine the black market
It succeeded spectacularly on the first three, but failed just as spectacularly on the fourth.
Most MMOs had some kind of ‘token’ service – WoW wasn’t doing anything new. Indeed, most of the community were in favour of tokens. It was a popular addition which benefitted new and old players.
Here are a few comments from the Youtube trailer
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But the community was divided on whether the WoW token would actually work.
Some players worried that in order to pay for WoW tokens, more of them would start farming gold, and so inflation would rise rather than fall. Gold spent on tokens never actually left the economy. If anything, by linking all of the servers within a region in the same token market, Blizzard guaranteed that gold would hit the same value everywhere. In small servers with low inflation, that meant a huge drop in the value of gold.
Internet angry-man Asmongold had this to say.
To clarify, he is referring to the ‘boost’ economy, in which groups of highly skilled and geared players escort other players through end-game content or pvp so they can get the rewards, in exchange for gold. Since the creation of the WoW token, the black market has gradually transitioned away from selling gold and toward selling these boosts.
It has been streamlined to the point where it has more in common with Uber than the shady websites of old. But unlike the black market gold sales, Blizzard profits immensely from the boosting industry, because players pay for boosts with gold, and they get that gold from tokens. In fact, Blizzard overtly works with boosting companies to track down RMT (real money transactions) in exchange for the implicit protection of these companies. In order words, Blizzard audits boosters to keep the profits flowing through the token system.
Most full-time boosters come from poorer countries, where the profits from wealthy westerners can easily cover the costs of living. Globally, it’s an industry worth tens, perhaps hundreds of millions.
(Original post by Rumbleskim on /r/hobbydrama)
How to Monetise Fun
That was not remotely the only money-related drama in Warlords.
In the Wrath write-up, we covered the controversial sparkle pony. Players had been furious at the idea of paying real money for a mount. But Blizzard had assured them that it was only so expensive because half of the profits were going to charity.
Then, they added another mount to the store. And another, and another – each costing $25 or £19. Blizzard’s half-hearted excuse was that they didn’t ‘fit the theme’ of the expansion, and so there was no logical place to get them in game. But that logic didn’t persuade anyone - Blizzard had deliberately designed them that way.
Around the time of Warlords, it really kicked off. This was due to the addition of the Iron Skyreaver and the Enchanted Fey Dragon (the latter changed colour). These two mounts not only ‘fit the theme’, they were actively present throughout Draenor, both on the ground and in flight paths. It was pretty obvious that Blizzard had picked through the mounts of Warlords late into development, chosen the two most attractive ones, and cut them away to add to the in-game store. There was even an area in Shadowmoon Valley full of fey dragons and NPCs labelled ‘dragon trainers’, which suggested there had been a whole section of content surrounding these faction mounts, like the dragon serpents in Mists of Pandaria.
And it escaped no one that a vast majority of the mounts in Warlords were slight recolors of the same half a dozen models. There were, for example, nine different variations of the same wolf mount. It was almost like they had to compensate because they’d lost two of their main mount models.
Since mounts were technically cosmetic, there were some players who didn’t care.
But for the most part, the community was incensed.
This usually always led onto the debate of whether Blizzard needed to sell store mounts. Costs were going up and subscribers were going down, some said, so Blizzard had no choice but to push harder on microtransactions. Profits were higher than ever, others replied.
And so the response would always be that Blizzard was a business, their goal was to make money.
A company providing a service, they were told, and the customer is king, not the shareholder.
Then quit, they’d say. Vote with your wallet. If you’re going to keep paying your subscripton, you’re implicitly supporting Blizzard’s choices, and so your arguments are in bad faith.
This was an effective rebuttal. It left the complaining party with two choices – sit down and shut up, or leave the game (and shut up). It may have been effective at stifling arguments, but more and more players were taking the latter option these days. That was becoming a problem.
When you’ve been in the WoW community long enough, you look at disputes in the forums the way Doctor Strange looks at timelines. The exact wording changes, but it always plays out the same way.
Regardless of what discourse went on, store mounts were insanely successful, and so they have become more and more prominent. For context, there are now twenty-two. It would cost you $550 dollars to buy them all.
Another money-grubbing addition was the level 90 boost. This isn’t the same as the boosting I described in the previous section. When pre-orders became available for Warlords, one of the perks used to justify the higher-than-usual upfront cost was the ability to send any character straight to level 90 – max level in Mists of Pandaria.
After Warlords released, you could buy as many Level 90 boosts as you liked – for $60 dollars each.
Casual players rejoiced.
[…]
It goes without saying that not everyone was happy. To many hard-core players, it was a slap in the face. The early World of Warcraft experience was defined by painful grinding, and now yet another rite of passage was being stripped away to pander to casuals.
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It’s certainly true levelling gradually teaches players the basics of the game, and their class. Skipping that risks overwhelming newbies with systems and challenging content and an interface full of abilities they have no idea how to use.
When asked about the steep price of the boost, Blizzard declared that their motivations were not capitalistic – far from it. They only cared about the game.
How benevolent of them.
(Original post by Rumbleskim on /r/hobbydrama)
More Like Trashran
It was designed as a small island zone, rocky and covered in ruins, just off the coast of Tanaan Jungle. Players from either faction would meet in the middle and battle it out for rewards. The controversial hubs of Warspear and Stormshield perched on either end – close to the PvP action, but separate from it.
It should have been simple. Blizzard had been making PvP zones since Wrath. They knew what to do, and what not to do. With such a pedigree, it’s mind boggling that they fucked up so badly with Ashran. It became so overwhelmingly, unanimously hated, in fact, that it is held up as a symbol of just how terrible Warlords became.
But what made it so unfulfilling?
Players criticised the layout of the zone, which tended to result in a big confused ‘soup of people’ at its centre, and which usually ended in an unsatisfying stalemate.
The design did nothing to split the factions down into groups, so individual players felt like they were just being carried in a vague, chaotic wave, with very little personal responsibility and no opportunity to shine.
In other battlegrounds, getting two evenly matched sides forced players to work harder. In Ashran, getting two evenly matched sides meant nothing you did could make a difference – so there was no reason to bother working at all. It was boring and monotonous. When you finally pushed toward the end, you won, but you didn’t really. You might get your loot, but then a new wave of enemies would spawn and the fighting would continue. Unlike Wintergrasp or Tol Barad, Ashran never ended.
According to Bellular, another flaw was that Blizzard rewarded players for completing secondary objectives which didn’t contribute much to the flow of the battle, and failed to incentivise actual PvP. As one player put it:
Other criticisms surrounded Ashran’s size - it was cramped for the number of people it was meant to host in a single match. And it’s queues were soul crushing, though that was nothing new for WoW. It was also horrendously laggy.
Tweet About It
The biggest controversy of the expansion was Patch 6.1, ‘Garrisons Update’. The name alone gives you an idea of how much effort Blizzard had put in. The patch contained an heirlooms tab, updated Blood Elf models, introduced Twitter integration and the ability to take in-game selfies, and added a few bits to the garrison. That’s it.
The announcements came in February 2015.
It would be an understatement to say that players were upset.
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So why did this happen?
According to Blizzard, they had always given ‘minor’ patches a second number. So instead of being patch 6.1, Garrisons would have been patch 6.05. For whatever reason, they chose to change that with WoD, perhaps because they were falling behind on their first major patch.
The subscriber numbers didn’t just fall, they collapsed. Warlords may have begun with an unprecedented spike in players, but just a few months later, the game was facing an all-time low. Blizzard pressed the ‘abort’ button and simply stopped reporting the numbers.
But that wasn’t enough to escape the cruel eye of the community. Through machine learning, one wise nerd came up with this graph. Warlords hit lows of just over four million. It represented the beginning of a new trend for Blizzard, in which subscribers would peak and then immediately drop with the release of each expansion. And excluding those temporary subscribers, the core community (who remained subscribed non-stop) followed an almost linear decline.
(Original post by Rumbleskim on /r/hobbydrama)
The Pathfinder Achievement
Lead Game Director Ion Hazzikostas heavily implied in May 2015 that patch 6.2 wouldn’t be the final patch of the expansion.
This was not true.
In an interview just a few weeks later, fellow Blizzard lead Cory Stockton revealed the truth – there would be nothing after the upcoming patch. It wasn’t the mid-game update players expected, but the big finale. Aside from the shocking u-turn, the interview struck the playerbase as incredibly out of touch, with Cory being torn apart for statements like, “Overall we are happy with garrison feedback," and perhaps even worse,
[The community responded]( https://www.mmo-champion.com/threads/1811060-Cory-Stockton-(Mumper) as you might expect.
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All this left 6.2 with a lot to live up to. But would it deliver?
‘The Fury of Hellfire’ released on 22nd June 2015. It was pretty good. Players were finally able to explore Tanaan Jungle, a tropical zone with a demonic aesthetic. Its raid, Hellfire Citadel, was long and complex. Players enjoyed it immensely.
But it served as the first raiding patch of the expansion, and was the only raid the game would get until the launch of the next expansion, 434 days away. It didn’t matter how good it was. No content could stay popular in those circumstances. Warlords went into a content drought (LINKS TO REDDIT) with an already-paltry amount to do.
There was also the issue of cohesion. Most of the expansion lay on the cutting-room floor, and the writers had to cobble together what remained into a usable story. Perhaps that’s why many of the characters in Warlords have such promising beginnings, and such anticlimactic ends. Players often say that if Warlords had been finished, it could have been the greatest expansion ever, but we may never know.
The Farahlon patch was gone. The Ogre Continent never even made it off the ground. Shattrath City, a recreation of the most iconic location in Burning Crusade, had been planned to host a raid, but that had been cut, so it was left an empty shell that couldn’t be entered or interacted with.
If all that content had been completed, Warlords may have a very different legacy.
But setting all that aside, it may surprise you to know that the big controversy of 6.2 had nothing to do with the writing or the raid. It all came down to an achievement called ‘Draenor Pathfinder’. You see, ever since Blizzard introduced flying in Burning Crusade, they had been looking for an excuse to get rid of it.
Every time the idea was even mentioned, the community rose up in fury, and flying remained. For a long time, the solution had been to let players buy flying, but only after they had out-levelled most (or all) of the new content, so they were forced to play through it once on the ground. That came with the added benefit of making it feel so much sweeter when players could finally fly in those areas.
Prior to the release of 6.2, Ion announced that Warlords of Draenor would not have flying at all, and nor would any future expansions.
And so, like clockwork, the outcry began.
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This was a widely repeated idea.
There were more than a few players who left the game entirely due to it.
The user Muneravenmn put it succinctly.
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This wasn’t a one-sided issue. Many players, such as the user ‘Steveosizzle’, defended the decision.
A topic on the World of Warcraft forums about this announcement reached over 500 pages, and most of the responses were overwhelmingly negative.
Inevitably, Blizzard backpedalled. They went with a ‘compromise’ that united the playerbase – against them - the Pathfinder achievement. In order to get it, players had to explore every part of the continent, complete all the story quests (each zone had easily over a hundred), collect a hundred treasures, complete twelve daily quests, and grind reputation to ‘revered’ with all three of Tanaan Jungle’s new factions. The latter could take weeks. After doing all this, players could fly in Draenor.
Unless you were willing to dedicate days upon days to the achievement, you were out of luck. A lot of players went multiple expansions without being able to fly in Draenor. And the strangest thing is that Blizzard carried the system forward to future releases.
Writing for Massively Overpowered, Tyler Edwards summed up the mood of the community.
By forcing players to grind in so many ways, Blizzard guaranteed that everyone would encounter at least one mechanic they hated. Players who liked levelling dungeons were forced to go back and ensure hours of questing. Players who only cared about raids were forced to grind reputations.
(Original post by Rumbleskim on /r/hobbydrama)
Pathfinder has somehow stuck around, requiring players to fill out a new arbitrary shopping list of goals with each expansion. It remains a hated part of the game (LINKS TO REDDIT) by most, though some players have come to embrace it. Blizzard keeps toying with the idea of removing flight completely, only to add it in a later patch. It has become just another part of the cycle of life.
Half-finished Stories – Yrel and Maraad
Cutting several zones, raids, and entire patches had a serious effect on the characters who were meant to develop over the course of the expansion. None suffers more due to cuts than Yrel – particularly unfortunate since she is the only significant Draenei in an expansion which is technically meant to be half Draenei, half Orc. She’s introduced at the start of the expansion as a native of Draenor, and is intriguing by virtue of how normal she is, in a game-world where everyone with any importance is either ultra-powerful, royal, or both. She is immediately likeable.
The plot of Shadowmoon Valley focuses heavily on her and AU-Velen, and ends with his self-sacrifice. It’s a great cinematic, but it fails to hit emotionally for reasons this blogger explained better than I could.
She appears again in Gorgrond, in the company of the other main Draenei, Non-AU-Maraad. Accrding to the writers, Maraad had originally been married to Non-AU-Yrel, but she died, so he has a whole big story with AU-Yrel, who doesn’t know him (AU-Maraad died before he could meet her). Gorgrong’s story was meant to focus on their relationship, with the two gradually falling in love. That whole backstory and love affair was cut, so they never get beyond acquaintances. Maraad still gets his climactic death in the next zone, but it’s hard to care because he was such a minor character.
Yrel skips Spires of Arak, but comes back for Nagrand, where she is suddenly wearing Maraad’s armour (one size fits all, I guess) and using his ceremonial title, and multiple characters are talking about how ‘Maraad would be so proud of you’. Presumably some important stuff was cut there. Then in the Garrison questline, Yrel goes through a series of trials to become an Exarch – one of the three people who lead the Draenei on Draenor. It’s sudden and inexplicable. There’s even a quest where she emotionally lays Maraad’s ashes to rest and says goodbye to his spirit – even though they only knew each other for like an hour.
When the player investigates her backstory, they learn she has a ‘dark secret’ with enormous consequences, but that part of her story was cut too. When she was added to Heroes of the Storm (Blizzard’s tactical game tie-in), one of her flavour dialogues referenced this.
Yrel appears in the final raid and has a speaking role in its cinematic. Another character foreshadows the following expansion, and she says ‘If you ever need us, we will be here,’ and then expresses her intention to rebuild Draenor alongside the Orcs (a goal she never mentions prior to this, presumably because it was cut). But any future she might have had is cut too. Yrel doesn’t appear in the next expansion. Like almost all of Draenor’s characters, she’s simply forgotten.
She gets a cameo in the one after that, however, when it is revealed that time has sped up on Draenor, thirty years have passed there, and Yrel is now ruling the continent as some kind of Holy Hitler. Despite how major that sounds, it is never expanded upon in much detail.
Half-finished Stories – The Warlords
The seven Warlords of Draenor are Kargath Bladefist, Blackhand, Kilrogg Deadeye, Durotan, Grom Hellscream, Ner’Zhul, and Gul’dan. They all appear briefly during the introduction at the Black Portal, but after that, their fates become a little scattered. Almost all of them fell pray to content cuts. Also, as far as I can tell, no AU-character meets their non-AU counterpart, ever. Blizzard didn’t want too much time travel in their time travel expansion.
Arguably the most important Warlord was Ner’Zhul. His non-AU version had been responsible for turning Draenor into Outland, and had become the first Lich King. Despite barely appearing in WoW, he had been pivotal to the entire game’s narrative. But in Warlords, he comes to a pathetic end. After a foiled attempt to create an evil Naaru (light god), he gets killed off in a dungeon.
Kargath comes to an even more inglorious end. After barely appearing in the questing zones, he becomes the first boss of the first raid, Highmaul, and you can really tell he was thrown in because they couldn’t think of any other way to get rid of him. Considering he had gotten a short film and everything, players were unimpressed at his death.
Blackhand appears multiple times over the questing of Gorgrond, gets a cool cinematic, and becomes the final boss of the raid Blackrock Foundry, which is dedicated entirely to him, and is arguably the only Warlord who gets a satisfying ending in this expansion. He’s literally the only orc in this expansion that no one complained about.
As the leader of the Iron Horde, Grom Hellscream is the most fleshed out Warlord before the expansion begins. He fills the cover of the game, but barely appears until the Hellfire Citadel raid, where he was originally meant to be the final boss until he was ousted by rewrites.
In the raid trailer, he is shown having a random and inexplicable change of heart, and now totally supports the players. He is freed in the raid, and lives on to make the Iron Horde good. It’s an incredibly jarring transition which can only be the product of cut story content. He proudly lifts his weapon at the end and declares ‘Draenor is free’ as if the Iron Horde was never even a thing. There’s no talk of him facing consequences for trying to genocide the Draenei or take over Azeroth. The Iron Horde never even officially disbanded, and he never stood down as its leader. It’s all nonsense. He is one of the most butchered characters of the expansion.
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As the only ‘good guy’ of the lot, Durotan gets more development, especially since he’s Thrall’s dad. Most of Frostfire Ridge is dedicated to his story, but he accompanies Horde players throughout the expansion. At the end, he is promptly forgotten about for multiple years. Two expansions later, we’re told he was killed by Nazi Yrel.
(Original post by Rumbleskim on /r/hobbydrama)
Kilrogg becomes a demonic follower of Gul’dan and becomes an early boss in Hellfire Citadel. The dude is basically an extra in his own expansion.
Gul’dan himself ends up being the primary antagonist of Warlords, by summoning Archimonde, one of the two generals of the Burning Legion. Not AU-Archimonde, just Archimonde. Apparently there isn’t a different version of the Burning Legion for each timeline, there’s just one, because their home in the Twisting Nether exists outside of space and time. But this time when he’s killed, it’s for good. It’s confusing and rife with plot holes (LINKS TO REDDIT). A lot of players joke that the only purpose of the expansion was to introduce him to the story, so that he could set up Legion.
While not technically one of the warlords, Orgrim Doomhammer was a major character in the original timeline and was promised to be significant in Warlords. He ended up being written almost completely out. As one reddit user put it, his story became. "I follow the Iron Horde! Wait, the Iron Horde is bad! Agggh, I am dead!"
So out of seven Orcs, one gets a solid story with a good ending. These are literally the people they named the expansion after. How could it go so wrong?
It was mentioned in one of the art blogs that the expansion was originally designed to focus entirely on the Iron Horde. Each zone had a clan, each clan had a warlord, and each warlord had a story. However at some point during development, Blizzard realised this caused, in their own words, ‘Orc-itis’. They expected players to get sick of the constant Orcs.
Halfway through the alpha, large parts of the story and zone design were scrapped, and new threats were brought in to make it all feel more varied. Gorgrond was almost entirely remade. It originally had an entire functioning train system (which is still inexplicably present in the Grimrail Depot dungeon) but it was changed to focus on Primals (sentient plants). Nagrand became Ogre-centric, Tanaan got its demon makeover, and the Iron Horde invasion of Shadowmoon Valley from the trailer was removed entirely.
Draenor pivoted from a theme of all-out war to a focus on exploration. The Iron Horde got pushed to the background. There was no time to rewrite the warlords to make their stories fit around this new premise. Instead, we are left with small snippets of their original plot lines, and hastily thrown-together resolutions.
#Half-finished Stories – Garrosh and Thrall
Perhaps the most hated writing choice was Garrosh’s death.
He had been the main antagonist of Mists of Pandaria, and its final boss, but had escaped and set the plot of Warlords in motion. You might expect his ending to be climactic, and involve the player heavily. But you would be wrong. He runs into Thrall, the two have a mak’gora – an Orcish tradition of ritualistic duelling. On its own, that sort of works. Garrosh had actually had a mak’gora with Thrall before, during Wrath of the Lich King, and Garrosh began his ‘downward spiral’ during a mak’gora at the start of Cataclysm, during which he dishonourably killed another major character, Cairne Bloodhoof.
The cutscene that follows is wildly controversial. Not only does Thrall steal the kill for the second time in a row, not only does he blatantly cheat in order to win, he also completely dismisses any responsibility he holds for making Garrosh into a villain. But since it’s Thrall, and as we established in the Cataclysm write-up, Thrall can do no wrong, he is treated like a hero.
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#The Legacy of Draenor
Warlords did basically nothing to forward the main plot of Warcraft, outside of the final boss of its final raid. It was a pointless diversion that existed purely to familiarise players with the characters in the movie – which was delayed twice and hadn’t even come out by the end of the expansion.
This sentiment is echoed in an article on Gameskinny:
This expansion left behind a troubled legacy. It’s a scar on the history of Warcraft, spoken about in the same tones used by cliche Vietnam veterans. It has become the benchmark for bad quality, the low-water mark against which all other disappointments are compared.
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Blizzard had long established a system in which three expansions were always in production. At any one time, they were working two expansions ahead – or so they claimed. But nothing about Warlords matched up with that.
When they unveiled their next expansion, Legion, it was with the promise that things would be better. You live and learn. At any rate, you live. But they had been making this game for a decade, with development often led by the same faces. How was it possible they were getting worse with practice?
No one was quick to trust them there.
(Original post by Rumbleskim on /r/hobbydrama)
After reading all of this, you might be asking why? Why did Warlords of Draenor fail so spectacularly. Well we have a few reasons.
Firstly, Blizzard was hiring. During the development of Warlords, they expanded their team by 50%. Blizzard had to divert a large portion of their staff to help train up the new recruits.
I’ve already mentioned the huge sweeping rewrites and redesigns of Draenor, but Blizzard also got held back in other areas. Garrisons turned out to be far more time-consuming to build than anyone expected, with huge amounts of content half-finished and thrown away, and updating character models proved unusually resource-heavy.
Blizzard’s leaders also brought up the idea of yearly expansions with fewer patches, and suggested that Warlords was meant to pilot the idea. Consumer backlash put a quick stop to it.
And of course, when Warlords started to flop, they cut their losses and shifted most of their staff onto the next expansion, effectively leaving Warlords to die.
And die it did.
A Final Note
If you follow the HobbyScuffles threads, you may know that halfway through writing this, I shattered the radius and ulna bones in my right (dominant) arm, severed a number of tendons, and had to undergo a four-hour surgery to reassemble my arm. I have typed this with my left hand and the help of voice dictation while on extensive painkillers, which is a new thing for me. As a result, there may be some errors in the write up. Please point them out and I will make sure to fix them.
I really appreciate the help, kindness and support I’ve gotten recently from this sub, and want to thank everyone who has read through these posts or posted feedback on them.
(Original post by Rumbleskim on /r/hobbydrama)
I saw no errors and I'm keen on spotting that stuff. You did a great a job, Wintry. Feel better soon and heal fast. Thank you for making this epic available on Lemmy. I now have rich historical context for my own experiences, playing far too much from 2014-2015. It was a "lost year" of depression and anxiety which I tried to medicate with WoW. I'm so glad I quit, based on my therapist's recommendation. =)