It is said that the simplest stories are often the best ones. All it takes is a character, a world that draws you in and a journey. And the journey, the ups and downs, and the events and people in it keep us coming back to it. The journey is usually the highlight of story in a game world like Warcraft’s, and the journey is inextricably tied to what happened before and what happens next.
Somewhere along the line, Warcraft seems to have forgotten this mantra along the way. In the tug of war between game-play and story, I imagine story has usually come in second place. The results are glaring cracks in the game world, and a distinct lack of a compelling journey. The importance of story is not in question here – it affects the entire game world and gives players a reason to want to be in it. Today’s post is more about how Warcraft arrived at this point.
There are two points in Warcraft where I feel like the game world took a huge hit from decisions, and both these decisions took a single thing for granted: the importance of a timeline.
The importance of having a beginning to a journey, and knowing exactly how things follow after is huge. And we lose that continuity if time is this flexible thing we can manipulate at the drop of a whim. The story isn’t a journey anymore then – it becomes more about figuring out what the hell’s going on.