Cataclysm in Review: Five-Man Dungeons

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The five-man dungeon has been a staple of WoW since its inception, so it’s no surprise it features heavily in Cataclysm. Cataclysm’s five-man experience is bolstered by a couple points: well-designed encounters (as well as the encounters can be designed within the confines of the game’s mechanics) and the dungeon finder.

The Dungeon Finder

I should be quick to bring notice to the fact that the dungeon finder is not a product of Cataclysm. It was actually implemented in the last content patch of Wrath of the Lich King. But the system clearly factors into the quality of the five-man experience in Cataclysm. No longer do you have to troll general or trade chat to get a group together. Nor do you have to hope your guildies aren’t sick running five-mans everyday. You just bring up the dungeon finder, select any applicable roles (tank, healer or damage), and queue up. And because the system puts players from different realms together, the likelihood of there being enough people to fill a group for a specific instance is rather high, and the group is usually filled quickly.

The only real issue is role availability. Tanks and healers, even though they each only make up one-fifth of a group, are almost always in high demand. So, if you’ve queued as DPS, you can expect to wait for forty minutes before it’s your turn to be placed in a group with the tanks and healers.

Of course, the dungeon finder also doesn’t guarantee you’ll be given a quality group, though it usually does a good job making sure the group is diverse enough not to fail on composition alone. But trolling general or trade chat didn’t guarantee a solid group, either. There’s always a chance you’ll get a player who doesn’t know what he or she is doing. And if that person is the tank or healer, you’re probably in trouble. In this case, you can always initiate a vote to kick someone if they are under-skilled or poorly geared for any given dungeon.

Overall, the dungeon finder is a godsend. It is what WoW’s five-man dungeon system had needed for years. You no longer have to wait hours to gather a group when a five-man becomes less popular. The rewards given for queuing and completing a random heroic (valor or justice points, equivalent to badges in Wrath) means any five-man will still be run, even after the actual gear it drops is outdated for most end-game players. Gearing up your alts is also less frustrating, because groups are more readily available.

The biggest positive the dungeon finder brings to the game has to be at the beginning of an expansion. You don’t have to queue solo for the system. You can queue with any number of people. So you can grab five guildies, queue for a random heroic, and you’ll be there instantly. And once you’re done with that instance? You can queue for another. So you can chain-run instances, without any travel or instance lockouts eating into your playing time. And if you lose a person and can’t find a guildie to replace them, you can just queue with your remaining four and fill the last slot with a pick-up.

Does this make the world and on-server player interaction less meaningful? In some ways, sure. But so what. WoW is a game. I think people get a good feel for the game world when they level through the outdoor zones. There’s no need to require us to travel every time we want to do an instance. Suspension of belief is enough for me if it means more enjoyable game play and less boring tasks like travel. And when it comes to player interaction, I’ve often found as many negatives as positives. Besides, you’re more likely to find a better group by running with people you know than solo queuing through the dungeon finder. So social interaction is still beneficial.

The Dungeons

Other than the dungeon finder and its implications, basic dungeon design hasn’t changed much since TBC. You have your normal five-mans and your heroics. Heroics are meant for the end-game. They are more difficult than their normal counter-parts and they drop better loot. It’s a rather simple concept Blizzard has employed for a while now.

Encounter Design & Quality

The main difference in Cataclysm is in the quality of the encounter design. The five-man boss fights in Cataclysm have seen an increase in quality over its predecessors. More raid-like mechanics are used than were used in times past. And some of them are rather unique. For example, Altairus in the Vortex Pinnacle has an element of wind direction that plays into its design. When you are facing against the wind, you suffer a haste debuff. When you have your back to the wind, you receive a huge haste buff. And because the wind changes direction periodically, you’re encouraged to continually shift positions. But you have to dodge the whirlwinds floating around the room. If you get knocked off the platform by one, you’re probably going to die. Furthermore, the boss does a frontal breath attack, so, even though the tank probably wants the haste buff to keep up on threat, he or she has to be wary of doing more damage to the group than the healer can handle.

Only a small number of encounters are poorly designed in a sense that they don’t challenge players in same way as the example noted above. This is unlike a lot of the encounters in Wrath’s early five-mans, where you could just stand there and eat everything a boss throws out for half the fights. Of course, at this stage in Cataclysm, that’s no longer the case for some of these mechanics. With Firelands-level gear, a lot of players now have enough stamina to survive some of these mechanics that would have otherwise killed them in the first few months. But people definitely took longer to reach this point than in the encounters of Wrath’s early five-mans, and some of Cataclyms’s are still dangerous even now.

Dungeon Aesthetics

The dungeon aesthetic in Cataclysm is only slightly higher in quality than it was in Wrath. The quality of the voice acting and the music is the same. But the actual art is a step up from what was seen in Wrath’s earlier efforts. And this is mostly because I think the art team has improved their work on the cavernous and open-air parts of dungeons. But if you were to compare them to the Icecrown five-mans added in 3.3, the quality is roughly the same (except for the music being better than the music used in the Forge of Souls).

Story Presentation & Lore

Where the dungeons begin to falter is in the presentation of their story and lore. While a few of the dungeons are pretty well-connected to their parental zones, a lot of them are insular and have no interesting ways to present us with their backstory. For example, while I’m sure a lot of people love the whimsy found in the Blackrock Caverns, with Raz’s battlecry of “RAZ SMASH,” it doesn’t actually offer much else. While its relation to the bigger picture is evident, there’s no interesting character to guide you along or provide you with any insight into its plot or lore. No one like Vaelastrasz in Lower Blackrock Spire. No one like Jaina (as emotional as she is) in the three Icecrown five-mans. The story being told in BRC is superficial, and its overall presentation is uninteresting. Sure, the encounters aren’t bad, so it’s at least enjoyable to play through the first few times (and that’s important). But there’s hardly anything going for it when it comes to its story.

To be fair, I must acknowledge Catacylsm’s dungeons that have at least one point of decent plot development:

  • The Throne of the Tides — You finally get to confront Ozumat, that giant cephalopod that sunk your ship, and Lady Naz’jar, who led the naga assault on Neptulon at the Abyssal Breach. Neptulon himself also plays a role.
  • The Lost City of the Tol’vir — You get to confront Siamat, that conniving wind lord who granted the Neferset their newfound powers to oppose the Tol’vir of Ramkahen.
  • The Deadmines — The shadowy figure who plays a role in many of the new Westfall quests is finally revealed at the end of the Deadmines.

I can’t actually say much about Shadowfang Keep, because I haven’t played through Silverpine Forest with a low-level Horde character. I assume at least one of the bosses from the instance plays a role in the zone, but I could be wrong, so I don’t want to officially list it. I do wish the worgen would have played a more prominent role in introducing the dungeon to players of the Alliance. Maybe I missed it, but I don’t remember any of them telling me, “Hey, you know that guy Arugal? The one who brought this curse upon us? You know that keep he holed himself up in? The one in Silverpine? Maybe we should go back to investigate, and see if we can gain further insight into the creatures who infected us with this curse. Maybe we should see if Arugal left behind something that could lead to a cure.” Maybe it was there, but I don’t remember it.

Replayability

Though the five-mans are a bit higher in quality than their Wrath of the Lich King counterparts, the five-mans still become stale too fast. They do have some replay value, but most of it comes by way of perfecting them. After that, I get this feeling like I never want to see them ever again. Even if I play through them with a different class, I still feel this way. Then I consider something like Zul’Aman. The first time through, you have to learn the encounters. But after that, you can focus on racing the clock and obtaining the mount by killing the first four bosses before all of the NPCs are executed. This gives the dungeon a much higher replay value than most. But that’s ruined by the fact that the dungeon is essentially the same as it was back in TBC, only retooled so five people can do it. And since I did the place a billion times in TBC, I was already sick of it. (Recycling content is an issue in and of itself, one I’ve already beat to death when discussing Naxxramas.)

I suppose achievements are meant to add to the replayability of each dungeon. But many of Cataclysm’s dungeon achievements are so annoying they fail to make the experience enjoyable. If not for the fact that my early dungeon group had completed so many achievements accidentally, we probably wouldn’t have bothered doing them all. There’s an amount of enjoyment I get from racing the clock to get the ZA mount, but there’s nothing terribly exciting about doing something as absolutely frivolous as Acrocalypse NowArrested Development, or Rat Pack. If you’re going to include achievements for dungeons, spend your time developing ones like the ZA timed run. I’d rather all of the achievements be enjoyable than tedious. And spending your time on making them interesting would actually add another level of replay value the dungeons desperately need.

Of course, some of the lack of replay value has to do with the way the game is fundamentally designed, as well as developer tendencies. I remember when people first experienced the Malygos encounter (it’s a raid encounter, but it serves as an example that could apply elsewhere). A majority of the people in my raid thought the final phase of the encounter was cool. But a small number of them had the opposite reaction. And it wasn’t the better players complaining about it being boring or anything. Most of the better players reacted by saying things like, “OMG! BIG NUMBERS! I MUST GET HIGHER STACKS! YEEEEHAWWW!” It was the weaker players who complained. Why? Probably because they were afraid of losing their spot in the raid because they sucked at learning something new (blunt, but it’s the truth). And as complaints of such things rose, Blizzard seemed less and less inclined to include content that required people to play outside of the normal confines of their classes.

Part of that has to do with basic class design. For example, if a tanking class has better snap aggro than the rest, and you need to pick up something immediately after the unique part of the encounter, that class is probably going to excel where a tanking class that relies on slow and methodical threat generation suffers. In such cases, making things out-of-the-ordinary can cause class balancing nightmares. So what’s the easiest solution? Don’t make a lot of things out-of-the-ordinary. And, unfortunately, this creates a lack of variety in game play, which reduces the overall replay value of things like dungeons.

Number of Dungeons

Something interesting to me is how the number of five-mans has declined with each expansion’s release. The Burning Crusade contained fifteen five-mans when it hit the shelves. Wrath of the Lich King had twelve. And Cataclsym had only nine. I suppose I’d prefer nine quality dungeons over twelve mediocre ones. Also, TBC added only one five-man during its run, whereas Wrath added four (three of which were very good). 4.3 will apparently add three new five-mans, so the total will be raised to fourteen. So the overall decline in the number of five-mans is actually pretty small (raid dungeons are a different matter).

Overall

The early dungeon experience in Cataclysm is definitely better than it was during its predecessors. The encounters are better designed, and the dungeon finder has made it much easier to run dungeons. These are two large positives.

But the dungeons still suffer from some of the same problems that have existed for quite some time.

The stories are generally presented poorly. There’s not a lot of interesting characters to guide you through or create a narrative balance between protagonist and antagonist. And when these characters do exist, sometimes those characters are uninteresting or do uninteresting things (hello, Brann Bronzebeard). In most cases, there is only an unspoken dichotomy between the players and the bosses. And that’s it. Story is otherwise implied by virtue of what you know about any overarching plots (whether you learned them in the game or not). There are some exceptions to this rule, but they are pretty minimal in scope.

And when story is included in a dungeon, the production quality is usually pretty poor. While repeated viewing of the introduction to the Halls of Reflection in Wrath could be seen as annoying, the first time it was actually pretty damn cool. So why can’t every dungeon have something like this? I’m not asking for full-on cinematics or anything. But why didn’t anyone from Ramkahen play more of a role in the Lost City of the Tol’vir? Why couldn’t at least one of them work like Jaina did in the Halls of Reflection? Instead, they just stand there and give you quests. Booooooring!

Basic design is very much the same as it’s always been. There’s trash and there’s bosses. For the trash, you pull a pack, maybe you crowd control something, and then you take damage, heal through damage or damage something until everything in the pack is dead. After each round of trash, you’ll come to a boss. The boss works like a puzzle you have to solve. But because there’s no expectations of having an optimal group in a five-man, it’s not too difficult (unless you’re Commander-fucking-Springvale). So, if you do have an optimal group, one with something like heroism, it can seem incredibly straightforward. With that in mind, the challenges presented in Cataclysm’s dungeons are usually rooted in avoiding stuff that would otherwise kill you. While that can sometimes be pretty challenging, it means every encounter is generally focused on this same concept.

The ultimate replay value could use some work. Achievements are meant to provide us extra replay value to some degree, but they could be done better. If Blizzard wants to elevate replay value beyond what is typical, they need to spend more time in each dungeon making sure there’s something like the timed run in Zul’Aman. While we’re at it, get rid of the frivolous achievements and focus on making them each something that would greatly contribute to a dungeon’s replayability (like the timed ZA run, or most of Starcraft II’s mission achievements).

If Blizzard could make huge improvements in these areas, I foresee great things in the dungeoning future. I guess we’ll have to see if Blizzard is willing to meet that challenge.

Cataclysm in Review: High-Level Zones & Leveling

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Now we arrive to the main part of the expansion: the content meant for people who’d already reached the end-game in the previous expansion. We’ll begin be talking about the new 80-85 zones and leveling through them.

There are five high-level zones in Cataclysm:

  • Hyjal — The site of many important events and battles throughout much of Azeroth’s history. Where Deathwing has summoned Ragnaros—the elemental lord of fire—to bring destruction to the world tree.
  • Vashj’ir — An underwater zone. Where the naga are aiding Deathwing’s cause to try to manipulate the elements of water, and corrupt Neptulon, who hadn’t expressed loyalty to Deathwing’s cause.
  • Deepholm — Deathwing’s refuge after the second war. From where Deathwing reemerged into Azeroth and caused the Shattering. Where the world pillar has been shattered, and must be restored, but the Twilight’s Hammer and the distrust of Therazane may hinder your efforts.
  • Uldum — A desert land. Where there was once an ancient Titan city. Where the Tol’vir—a cat-like race that once served to maintain and protect the titan’s artifacts—live. Deathwing does have an active agent in the zone.
  • The Twilight Highlands — Your experience here depends on your faction. If you’re a part of the Alliance, you must help unite factions of the Wildhammer Clan. If you’re part of the Horde, you must help the Dragonmaw. From here, there is a lot of plot development. Part involves a servant of the old gods. Another part involves the battle between the red dragons and Deathwing and his twilight dragonflight. The final part of the zone involves Cho’gall and his Twilight Hammer.

Zone Flow & Travel

My first thought when I saw what the new high-level zones of the expansion were going to be was, “How are they going to handle the zone flow? How are we going to travel between each zone?” In vanilla WoW, The Burning Crusade, and Wrath of the Lich King, the zone flow involved physical movement. If you were meant to level in a specific zone, you had to travel there by foot, mount, boat, etc. But this would make for many boring hours of travel in Cataclysm. So how would they solve the issue? With portals, of course. (I tried my best not to say that in a GLaDOS voice.)

When a new zone is available to you, you simply execute an introductory quest line to travel to your destination. And in most cases this travel is expedient. In the case of Hyjal, you teleport to Moonglade with the help of a druid, and then take a flight on the back of a dragon to Hyjal (who also conveniently flies through a portal to speed the process even more). The only zone I found annoying to get to was Vashj’ir, and that’s because you have to wait for the boat to arrive and depart for something like ten or fifteen minutes (I’m not sure if the Horde has the same problem).

Returning to a zone is of no issue, unless you fail to unlock the portal that allows you to travel there. In most cases, the portal unlocks the moment you complete the introductory quest line. In a couple cases, you have to wait only a tad longer. Otherwise, when combined with your hearthstone, astral recall, or mage teleports, you can travel to and from your respective capital and the high-level Cataclysm zones easily.

The Quests & Storytelling

For the most part, WoW has always seen an improvement in zone quality with each expansion. This is no different in Cataclysm. That’s not to say it’s improved as much as I’d hoped, but it’s definitely improved.

Storytelling

In general, the quality of the stories told in the high-level Cataclysm zones is better than in efforts past. Each zone has a focus on a few story arcs and subplots. Unlike in times past, many of the storylines and plots begin and end within their respective zones. However, some stories have to conclude in the dungeons connected to them. That’s to be expected. The dungeons would be uninteresting if none of them tied into the story of their parental zones in some way.

That the zones are more insular in their storytelling is a big improvement over previous creative efforts. However, I will admit there is a lot missing here. Deathwing is fashioned as this expansion’s primary antagonist. His return was heralded by the Twilight cultists in the pre-expansion event. He was the main figure in the expansion’s introductory movie. He is responsible for the “reshaping” of much of Azeroth. And he makes some notable appearances in a few of the zones. But what about Deathwing is missing in these high-level zones? A lot, actually.

I’m not going to nitpick every single Deathwing plot point I think is missing, but I’ll give one example I think is a glaring omission. After being chased off by the other dragon aspects after the second war, Deathwing retreated into Deepholm to regain his strength. This is where you see him at the beginning of the expansion’s cinematic introduction. But as you play through the zone, you’re not offered much insight into this part of the zone’s relatively recent past. I think Blizzard should have briefly touched upon Deathwing’s background here. What happened that would have caused him to retreat to this elemental plane of earth? How did he keep tabs on his minions up in Azeroth and abroad? How much did Therazane really know about Deathwing’s presence when he was here? He was here for a pretty long time, afterall. Instead, the zone focuses mainly on the here and now, leaving players who either don’t have the time or don’t care enough to read the canonical novels in the dark.

Production Quality

The production quality of the high-level zones is inconsistent. For example, Uldum makes heavy use of the new in-game cut-scene engine, but it is a “desert” of voice acting. Meanwhile, the later parts of Deepholm make considerable use of voice acting, but the in-game cut-scenes are extremely limited. These inconsistencies are pervasive throughout the expansion’s high-level zones. And I have to wonder why that is. I suspect the cut-scene engine wasn’t finished before parts of each zone, or some of the developers working on specific zones weren’t comfortable using it. For the voice acting, it could be any number of reasons; perhaps they didn’t have the budget for it, perhaps they didn’t have the time, or perhaps they didn’t think it was necessary.

I’ll elaborate more about this in the production quality section of the review.

Quest Quality

There is some improvement in the quality of the actual quests themselves. I really like that you don’t always have to go back to a quest giver to obtain follow-up quests when it’s warranted. This saves the players some time they would have otherwise spent on needless travel.

There is also a larger number of quests in Cataclysm that have game play different from the usual kill and collect quests. By this, I mean there are more quests like the one at the end of Hyjal where you, Cenarius, Malfurion and Hamuul confront Ragnaros. You don’t just pull Ragnaros and damage him until he dies. You have to avoid fire waves and kill groups of mobs when he submerges. You have to pay attention to who is being attacked and defend them accordingly.

Another example is the now-famous Gnomebliteration quest, which I’ll simply post a video of:

Considering these types of quests, I have to ask why a vast majority of the quests can’t be like this. These quests are enjoyable, and the game could stand to have a flood of them. I specifically remember the exhilaration of doing the Undercity questline in the Wrath of the Lich King, where you were sent to attack the Undercity and deal with the Forsaken treachery that occurred at the Wrathgate. The game play here was amazing, and it integrated well with the story told.

So why can’t there be more of this? Why can’t Blizzard try to be more creative with the quests in this manner? Time constraints? Budgetary restrictions? General developer apathy? I don’t know the reason(s). What I do know is that a lot of us are tired of the same old, same old. We’re tired of pulling mob after mob and hitting our usual spells and abilities to kill each one in a routine of boredom. We’re tired of picking quest objects off the ground over and over again. We want game play that breaks this routine. And while this doesn’t apply to just questing, it’s something we want nonetheless. And something I think the zones need more of.

Overall

The increase in focused storytelling for each high-level zone in Cataclysm is admirable. But the experience is plagued by problems in game play and production quality. Blizzard could have made sure to include more voice acting in a higher number of quests. And Blizzard could have spent more time giving the quests a higher entertainment value. With these problems and the occasional plot holes and dangling threads that still exist in WoW’s narrative, the high-level zone experience is middling.

Cataclysm in Review: Worgen and Goblins

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One of the major features introduced in Cataclysm is the addition of two new playable races: the worgen and the goblins. Technically, both races are not “new.” And that’s as it should be in WoW. There are so many races established, there’s no need to introduce playable ones from scratch. (Though it’s not implausible, with how well the naga were introduced in Warcraft III: The Frozen Throne.)

Both the goblins and worgen are generally loved by fans of the series. Love for the goblins is mainly nostalgic. They were first introduced in Warcraft II, way back in 1995. That’s over fifteen years ago. And yet, through all of those years and through the numerous sequels and expansions, they have managed to retain their trademark personality—defined by greed and a comic destructiveness. Love for the worgen is more difficult to place, though it’s likely caused by the curiosity most people had when they first encountered the worgen back in the earliest days of WoW. Or it could just be because “they’re frikkin’ werewolves, man!”

Blizzard definitely made the right decision choosing these races. Goblins were already well-established and many players have wanted to play one for a long time. They also fit in with the Horde nicely, since they’d already sided with the orcs once before. The inclusion of the worgen allows Blizzard to push the development of their story forward, and it also gives Blizzard an excuse to include a more monstrous race as part of the Alliance. Furthermore, these races are interesting and don’t feel as though they have been included just because they’re “cool,” or because a developer or group of players simply want them in the game. (Which can’t be said for a certain popular race currently running the rumor circuit. Ahem!)

Even better, the backstories given for the introduction of goblins and worgens to each faction are presented well and they both make sense. Forget crystal spaceships. Forget contrived plots about magic starvation and shared heritage. The stories here are both believable and reasonable, but, most of all, interesting. This was a pleasant change from what was done in The Burning Crusade. You can observe each and say, “Hey, that’s pretty believable and not entirely over the top! Good job, Blizzard!”

The Starting Areas

Warning: This section contains some spoilers. If you haven’t played through the starting zones for the goblins or worgen, you should probably skip over the applicable section(s). I do avoid the major spoilers, but inferences can be made, and that might ruin it for people sensitive to learning even the least important details.

Goblins: The Isle of Kezan and the Lost Isles

As a playable goblin, you hail from the isle of Kezan. You are basically an under-executive of the robber baron of Undermine—trade “prince” Gallywix. For roughly the first five levels of play, you’ll be making your way around Kezan getting involved in various cells of corruption, scheming, etc.

I don’t really have anything positive to say about this part of the experience. The writing and the game play are both abysmal. A large chunk of it plays like an homage to Grand Theft Auto (GTA). The only problem? WoW isn’t GTA. The music that plays when you turn on the radio in that horrid car doesn’t elicit a smile from me when I recognize the reference. Running people over isn’t funny at all (they essentially wave their fist and shout legal threats at you). There’s no star system or cops to outrun. The inexplicable roadways resemble the poor freeway planning of the L.A. area, which causes the quests to play out too long. Outside of the GTA-style experience, the story in these first five levels isn’t really compelling. It’s like the Jersey Shore meets a third-rate Godfather knock-off. Only there’s no interesting godfather figure to keep it entertaining (Gallywix is a one-dimensional bore).

There’s nothing wrong with humor or pop culture references, but there’s a little thing called critical mass, and it applies to storytelling as much as it does to nuclear fission. I (and I’m sure others) need to have a certain amount of serious writing underlying the humor to maintain interest. While I’m sure the humor and pop culture junkies will love every minute of it, people like me won’t. Especially because the Warcraft series isn’t all about humor and pop culture references. It’s definitely a big part of it, but in Warcraft III, the humor lies on the surface of a deeper, more mature narrative and it never gets in its way. That’s the style of humor that works best in WoW, as well. Here it essentially becomes the story and it doesn’t work.

Luckily, Deathwing decides the local volcano needs to erupt, leading to the evacuation of Kezan at about level five. This is where the experience improves a thousandfold.

In order to achieve evacuation, you need to pay Gallywix (literally) a bazillion macaroons (goblin slang for money) for a spot on his ship. To do this, you rape the land of its resources (since it’s going to erupt anyway), rob a bank, steal a bunch of priceless artifacts from Gallywix’s compound (why this stuff wasn’t already being loaded onto the ship, I’ll never know), and then burn down your headquarters to collect on the insurance (because, you know, the insurance company still cares about operating its business when the island is about to become Kilauea on a bad day). This also buys some spots on the ship for your friends and a bunch of your associates, who now view you as their savior. This plays into the plot development of the last half of the experience.

While a bazillion macaroons was enough to buy a spot on Gallywix’s ship, it wasn’t enough to buy your freedom post-evacuation. You, your friends, and your associates are Gallywix’s slaves to be sold once you reach your destination. But the ship is fired upon by an Alliance vessel. Shipwrecked, Gallywix is more concerned with goblin preservation than with making sure all his slaves are subjugated, so you are set to various tasks. Though shipwrecked, the goblins are still concerned about making a profit. You’re supposed to create a buffer between you and the wildlife, then solve a problem in a mine they’ve recently opened. While in the mine, you discover a dead orc who was part of a group of orcs also shipwrecked by the Alliance attack. So you pay a visit to the orcs, led by Aggra, who greet you as a friend by virtue of your shared circumstances.

From here, the conflict between the Alliance and the Horde becomes the central focus of the plot. I won’t spoil this part, because there are a lot of good surprises. Besides, you know the ending—the goblins join the Horde. How they join is the interesting part.

Worgen: Gilneas

The introductory experience of the worgen is the most interesting of the two new races.

Isolated behind the Greymane Wall, Gilneas, for a time, enjoyed a peace foreign to the rest of Azeroth. But the Gilneans became victims of their own machinations. Arugal, a magister of the court at Gilneas, had summoned a race of monstrous beasts called worgen outside of the Greymane wall to create a buffer between them and the Forsaken. But this tactic backfired when worgen found their way into Gilneas and began infecting its ordinary citizens. As a result, the worgen curse spread through practically the entire population, creating a new race of hybrid worgen and human. This isn’t exactly explained during the leveling experience, but it doesn’t need to be.

As a playable worgen, you witness the attacks of the worgen and fight alongside your king and prince to fend them off. But during the course of battle, you succumb to the curse and become a worgen yourself. Once your inner nature has been “tamed,” you again fight for your kingdom, but this time against an invasion by the Forsaken. All the while, the world seems to be crumbling apart, witch large chunks of Gilneas falling into the sea after a series of quakes.

These are components of what seems to be a very simple premise. But the details and sub-plots are rather engrossing. The cut-scene you witness after you succumb to the curse sets the stage and the tone for the rest of the zone. And along the way, the story asks many questions. How can you control your savage nature? How can the remaining humans and those infected with the curse live together? Can they live together? Politics accentuate these questions. Some Gilneans support the acceptance of those cursed who have proven they can control their savageness. Others don’t. And the surprises at the end of this subplot makes it all the better.

Furthermore, this experience seems to be higher in production quality. There is a higher concentration of voice acting, the quests are more unique, and terrain phasing is more evident. While some of the story still suffers the same issues the rest of the game does, such as an acute plague of quest text for some parts of the story, there’s enough voice acting to keep it livelier than the starting zones of every other race.

To me, this is what the starting experience for all the races should be like, barring any other changes needed to the game on a more fundamental level. However, the death knight starting experience still takes the cake.

Overall View of the Zones

If there’s one negative I must point out, it’s that the goblin and worgen starting areas do not make use of the new in-game cut-scene engine. They rely solely on basic game play mechanics, voice acting, and pre-rendered movies to bolster them. While they are definitely well-written (except for the first five levels of playing a goblin), they could have been done even better through use of the in-game engine.

Of course, it’s likely it wasn’t used because these zones were designed before the engine was finished. And that’s an issue for another section of this review.

Disregarding this issue, the experiences are good for what they are and for what the game normally has to offer. Their design is better than past efforts, and better even than the changes Cataclysm made to the pre-existing zones (including the starting zones for the races included in the initial release of WoW). I really liked the worgen experience, and only a few quests got on my nerves (which is pretty rare for me, this day and age).

Aesthetics

I don’t take much issue with the aesthetics of either goblins or worgen, though I will say female worgen look far too much like anthropomorphic chihuahuas; this is the reason I race changed my druid to a worgen male instead of female. Otherwise, the way each race looks and feels is pretty solid. I especially love the ferocity exhibited when you /roar as a worgen.

Goblin and worgen architecture is also done very well. I especially love the Gilnean terrain and buildings. I only wish we could have seen more of it used outside of the starting experience, the Battle for Gilneas and Tol Barad.

Racial Abilities

The racial skills for both goblins and worgen are powerful in certain areas. In RBGs, the goblin’s rocket boost is overpowered when it comes to a flag carrier getting out of a rogue’s smoke bomb. In PvE, the worgen racials are incredibly powerful, especially when it comes to DPS. (Crit and an activated sprint?) Though, comparing them to a troll’s berserk, I suppose they aren’t as good comparatively. That said, goblin racials are underwhelming for PvE (trolls still take the cake), and worgen racials feel rather balanced in PvP.

Overall

Again, Blizzard absolutely made the right decision choosing worgen and goblins. There are some flaws with the goblin experience, and some flaws with the female worgen aesthetic, but the overall picture is rosy for both, when you compare them to the rest of the game as a whole.

Good job in this area, Blizzard.

Cataclysm in Review: Changes to the Old World and Lowbie Leveling

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If there’s one area that desperately needed help, it was the lowbie experience in WoW. I said as much back 2008, and predicted Blizzard would go this route several months before the announcement of Cataclysm. I was glad Blizzard chose to do this sooner than later. The experience was becoming so outdated, I scarcely believed WoW would attract any new players in the future if it left the old content the way it was.

Of course, some people already invested in the game couldn’t have cared less how well or poorly designed the early level content was. They were beyond it, so why should Blizzard “waste their time” on it? It’s rather simple; Blizzard had to revamp the old world because old players are not inclined to play the game forever. This is embodied by the loss of 600,000 subscribers shortly after the release of Cataclysm. And while veterans are definitely an important demographic, they are not the sole basis of operating the MMO element of your business. So something had to be done.

Besides, you’d think Azeroth would have undergone some changes in six years of story progression, right? I’d like to think so.

Story and Quest Flow Changes

In the Context of Each Zone

Some of the zones underwent changes and closed plot holes here and there. For example, all those Lost Ones out in the Swamp of Sorrows needed some kind of forward plot development. You’d have thought this would have been done at the release of The Burning Crusade, when the draenei were making their big arrival on the scene. But nope, not really. They were barely addressed, and moreso referenced than anything else. Their story “progressed” (if you can call it that) in Outland, and those in the Swamp of Sorrows were mostly treated as an afterthought. So their story was done a little more justice in the Cataclym update. It’s not great, by any means, but at least it was something.

Some zones underwent great changes to advance the story. For example, Ashenvale showed off the progression of the war for resources between the orcs and the night elves. Of course, with the Horde’s base of operations being virtually right next door, one can imagine how that went. Going back to the Swamp of Sorrows again, I always wondered how the Alliance got its resources through to Nethergarde Keep with the Horde controlling and patrolling most of the swamp. That, too, progressed to resolve that issue.

Boars? More like bores!
Some zones didn’t change much. Maybe the quest flow was slightly different, or perhaps plot points were changed (or were retconned) slightly, but that’s it. In most of these cases, I don’t think the changes were enough. The first five levels for orcs are still excruciatingly boring, both in terms of play and story. And the subsequent quests in Durotar major are also dull. In some zones, the quest flow wasn’t changed enough. For example, there’s still too much travel required in Stranglethorn, even if it’s better than it was before.

I also think Blizzard could have done more to make the stories more insular and interesting for each zone. Some are much better than they were, but the style and quality of storytelling in WoW in general still needs a lot of work. But that’s probably more indicative of flaws in the “grand scheme” than in the approach to redesigning the old world specifically. And I will get to that in a future section specifically addressing the lore and story.

In the Context of Zone Flow

The flow from zone to zone was improved incredibly. There’s nary a problem here, save for the few times you’re required to fly all the way across a continent when you reach a dead end. This was, perhaps, unavoidable given what Blizzard had to work with. You can’t exactly say “Well, okay, we need to move this capital city, because its location throws a wrench in this branch of zone flow.” That’d be a bit too much of a retcon for anyone’s liking.

But the flow is definitely better. Before, you’d often have to fly back to somewhere like Stormwind in the middle of a zone, then go back to that zone to finish it up, then fly off to somewhere thousands of miles away, before flying back to a zone right next to the zone you left two zones previously. Even writing a sentence explaining the old zone fragmentation makes me frustrated. It’s clear the developers didn’t have a solid plan for it in vanilla. I can only imagine what they were thinking. “We want the world to feel vast and expansive for the player. So let’s have them travel great distances, that way they get a feel for just how big the world of Azeroth really is!” That’s not a direct quote, but given a lot of the developer commentary that came out during vanilla, I suspect it was one of their lines of thinking.

So I give an A- to the new zone flow in the old world. Well done, Blizzard. It’s one of the brighter spots in this expansion.

Changes Good Conceptually, but Could Have Been Better Executed

All-in-all, I stand by my long-held opinion that changes to the old world were needed. The changes that were made have definitely improved the lowbie experience, but it is still boring at its worst, and only mildly entertaining at its best. Blizzard could have paid more attention to removing pointless quests, and changing or removing those with incredible flaws in design. Even if it meant a more rapid progression from level one to level 58, this should have been done. There’s only so many quests a person can do that require them to kill ten boars (or basilisks, or wolves, or bears) or wait for a drop that doesn’t come easily, before it becomes a mind-numbing experience.

I understand this could have muddled the basic design philosophy of level pacing. But it wouldn’t have mattered in the grand scheme of things. I don’t think it’s a good design theory to come out and say “This zone needs X amount of quests, and needs to take Y amount of time before a player can move on.” Instead, Blizzard should simply ask “Is it fun? Is it compelling?” I’d rather there be discrepancies in level pacing than to play through a boring or mediocre experience.

Artistic Changes

Artistically, each zone underwent a varying degree of change. That degree of change ranged from very little (Feralas), to substantial (Thousand Needles). Of course, in most zones, the basic geography remained the same, but with shores washed out by tidal waves caused by the Cataclysm, to other changes not caused by the Cataclysm itself.

Most of these were well done, though some are rather inexplicable. I’m still not entirely sure where the water source for the waterfalls behind Booty Bay is. You’d think the water falling off the hills after the tidal wave would have subsided shortly after the wave receded. But I guess not!

Haven't I Seen Those Hills Before?

If there’s one nitpick I have in terms of artistry, it’s that the mountainous regions of Azeroth weren’t changed much at all. They are still their oddly rounded selves. Which is disappointing, considering Northrend offered us some incredible vistas in the previous expansion. I wish the zone artists would have gone through and changed them to make the “mountains” look more like mountains. And why they didn’t probably won’t be explained. Were they not given enough time? Did Blizzard not want to waste the resources on it? Did they think the change would have been unnecessary? Whatever the case, I wish it had been done.

Otherwise, the artistic changes are generally good. And that includes the flair added by re-recorded and newly-written music for the old zones.

Cataclysm in Review: An Introduction

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Overall, World of Warcraft is currently the best MMO on the market. It has been for the nearly-seven years it has existed. There’s something to be said for that. However, generally classified as a game, many of its features are so outdated and its design is so flawed, I can’t consider it anything but mediocre. And Cataclysm hasn’t really changed anything about that.

It wasn’t always the case that WoW was generally fair to middling. When it was released, it’s graphics were outdated, but it had a unique artistic style. Cooperative gaming in more traditional games was also nowhere near the likes of what WoW had to offer–you were usually limited to playing with only one person, and many console games required the two people to be physically present in the same room.

But game technologies and engines have improved rapidly over the past few years. Many single-player games are achieving an artistic level we’ve never seen before. Why bother leveling up your alt, when you can play through ME2, but this time as a renegade instead of a paragon? A lot of traditional games are also expanding support for cooperative play against AI scenarios. Why raid when you can ring up your friend and say, “Hey, you want to play co-op through this new L4D2 DLC?” Already, you have people who play co-op zombies on Black Ops all day, every day. As such features become more the norm, the appeal of raiding diminishes greatly. And don’t get me started on PvP. Traditional multiplayer games have offered better competitive play since before WoW’s release.

So I really think Blizzard needs to improve every area of the game at this stage. You can only rely on the strengths of MMO-specific features before the merits of more traditional games outweigh them. And that point seems to be rapidly approaching, at the rate Blizzard is going. I had hoped Blizzard would have taken drastic steps forward with Cataclysm, to maintain relevance. But they didn’t.

Cataclysm, overall, had a good plan and admirable goals. But virtually all these goals were only half-achieved. And some of the plans for this expansion were poorly executed.

The Review

I’ve already written the introduction to my review above. It is a summary of what I think about Cataclysm overall, though it is not my conclusive statement on the expansion. Over the next few articles, the review will be split into segments, covering different areas of design and critique. These include:

Following these segments will be a conclusion of sorts–a reiteration of my general opinion, with added statements relevant to the review as a whole.

I hope to have this finished in a month or so, but it may take more time, because I may have to sidetrack to get screen shots, some quick videos, etc.

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