ElMuneco wrote:
The problem is that the big quest chains still need an "epic" capstone. So you, the player, either end up with so many buffs (a la "Battle for Undercity") that you can't die and can't even fail as long as you press buttons - or you are literally a cheerleader (I'm looking at you, "Battle for Gilneas City") and the only way you can die is by actually trying to take part in the action.
I completely agree with this. It's happened to me a couple of times but I'll use Battle for Gilneas City, as you did, for an example. I was pretty excited about trying the worgen starting zone, since all the info I'd seen pre-release made it look pretty thick with atmosphere and lore, etc. And it is. The atmosphere is amazingly good but I was still bored most of the way through. My fiancée was playing next to me and, when I tried to describe what about it wasn't working for me, I said, "I don't feel like I'm doing much. I'm taking part in NPCs doing things. And then I move to another location to help other NPCs do things in front of me."
The Death Knight starting area is an epic example of taking the player through lore/character development in a series of player-responsible acts and quests. Plus, I got my *** handed to me once or twice on my first run through. (Although, Lights Hope Chapel is another example of visual storytelling without the player doing anything.)
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They've also largely eliminated the elite areas, and tuned down e.g. the defias in Moonbrook, which were a nasty surprise. This is, in my mind, a bad thing - but I don't see how it's avoidable when the storyline is so linear now.
I was questing as a warrior in the Cape of Stranglethorn the other day, doing the quests to kill the sea giants and rescue the princess on Jaguero Island from King Mukla, etc. I do love how I can plough through some levels quickly these days (especially if I'm looking to get to higher levels specifically) but, compared to old memories, the experience just felt lacking. Something about reaching the point of killing Gorlash the sea giant and figuring out how to solo him with your current class - or calling in a buddy for help - felt ...
Adventurous. Now, I really don't want to suggest that dying = difficulty but the lack of death does feel significant. Almost like, as long as I'm actually at the keyboard doing
something, there's not even a chance I might die. I'm facing a monstrous creature, ten times my size! Ho hum, time to face them like any other lowly mook.
On the flip side though, as people have mentioned, the flow of quest zones is a great improvement. I've actually stepped foot in Eastern Plaguelands and been inside Scholomance for the first time in ages. I also really understand the desire to not have lots of elite quests that the random person questing in a zone, without anyone else in sight, can't do and would need to ignore/skip. But, sometimes, it feels less like I'm absorbed in a world of adventure and, instead, the game is reminding me that I'm actually leaning back, lazily pressing key-binds; like the fat guy in 'Make Love Not Warcraft'.
Edited, Apr 19th 2011 4:29am by Smallsword