c.e. taillefer

September 16, 2016

I Was Not, In Fact, Prepared: Exploration in World of Warcraft’s Legion Expansion

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My history with World of Warcraft over the past two expansions has been… not good.  I quit in Mists of Pandaria, tired of raiding and overwhelmed by the factions with daily grinds.  It was a job, not a game anymore, and I hated it. They also fired a huge chunk of the Creative Development team, and the seams in the writing were showing.   For the first time since playing any MMO, I played different ones – Wild Star and Final Fantasy XIV: A Realm Reborn both took over my life for a few years, as well as offline games.  I played Warlords of Draenor for a bit, only because I could finally pay for my subscription time with gold, and because the expansion itself was on sale for 12 bucks.  Friends were getting really excited for Legion, and I did a lot of stuff solo in my other MMOs because people were all resubbing to WoW.

Turns out, it was for a good reason – Legion is flippin’ fantastic.

It’s like a dress that looks horrible on the rack, but makes you look like a superstar when you put it on.  Illidan is coming back, and he’s bringing Demon Hunters? The Burning Legion is a threat again? Whatever.

Blizzard’s taken the best parts of all their previous expansions, and melded it into something really cool.  Players finally feel like they’re the hero of the story, can change things in Azeroth – something FFXIV: ARR was great at.  Demon Hunters are fun to play, and get great cut scenes:

demon-hunter-harbinger-gif

But most of all, there’s an element of surprise and discovery to the exploration of the Broken Isles that I haven’t felt playing WoW since Vanilla.  I’ve been max level for a few weeks, and I am still finding quests in areas I never discovered – despite being the kind of person Bioware complains about on Twitter. Dungeon quests are slotted at the very end of the zone’s main story so you’re not held up from progressing due to waiting in hour long queues as DPS, but in addition to that, there are tons of quest hubs hidden all over the five Broken Isles zones that you can just pick up and do any time.

Still not convinced? How about small, hidden caves all over the coastline filled with orbs that players need to click in a specific order to unlock a world boss? Or that the artifact weapons (upgradeable legendary weapons based on class-related lore) all have hidden appearances and effects that players will have to figure out how to unlock? It’s pretty hard to make discovery exciting and fresh in a post-Wowhead world, but the way it’s been established so far in Legion has made me excited to at least try things on my own as much as possible, to occasionally sad and/or hilarious results. (For example: poisoning nobles on behalf of the Revolution in Suramar City, only to find out that I was poisoning my own allies at the behest of a loyalist. HECK!)

The addition of World Quests to supplant dailies as the end game mechanic was also a great choice – World Quests each have their own individual timers, from a few hours to a few days, compared to the daily mechanism, which changed all dailies, every day at the same time.  It keeps things fresh, and sends players all over the region hunting down the quests with loot or materials that they want, before the timer runs down.  Half the time I begin my World Quests for the evening, and only finish hours later, because I got caught up in fishing, or rescuing a baby bear from an attacking Tauren.  Especially because of rescuing baby bears…

I don’t know what my plan will be any more when I sit down to play WoW.  I’m excited to see what new thing I’ll discover when I log in. Like rescuing a baby manasaber? Or a baby fawn… look, I really love baby animals.