I wish we had a concept more like this in the game and story. Do you all remember all the options of player choice we had which we could use to define our characters?
Do you want to help Saurfang or Sylvanas?
Do you agree to kill the Warden or refuse Nathanos?
Do you accept the gift of N’zoth or purge it?
Etc
It didn’t change the overall storyline, and only some even needed different quests. It made it fun to think our characters had some influence over decisions in the story and how they relate.
I wish we had more dynamic storyline options and quests like this.
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I thought it was kinda epic. I made a Horde purely to follow the loyalist storyline to see what it was like.
Orgrimmar NPCs treating you different and the changed char afterwards is kinda cool.
The reason I don’t think they have it is because as it stands inter faction stuff is very chill at the moment.
What say you to the idea of NPCs having different dialogue say when you reach max renown with their group?
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That sounds fun.
I also loved the idea of different interactions based on choices.
You helped Sylvanas and arrested Etrigg? It’s awkward after between you two.
Like in Dragonflight, what if we had more governance on our choices with the Primalists and Dragons. It’s less of us just being the Champion of Alexstraza, and more of it being us exploring the Dragon Isles and doing what we wished (which was the original idea of the first quest).
Kinda fine with it though I had been disappointed how we have to still work for her especially when we have moments we can overthrow her.
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Imagine and we become the warchief
Which is why it was useless.
But we didn’t.
Oh come now. Surely you would see the merit of the fun of the experience. I loved having my Forsaken character go full Sylvanas, work with the rangers, and even arrest any dissenters. It was such a great experience.
I loved the other side too where I was watching the turmoil and my Orc deciding what to do and being a thorn in their side.
Let’s see… I was given this important super secret meeting with Sylvanas to be a traitor, then nothing happened and then she told me to shove off.
While in Old Republic, my choices actually change the storyline in parts and there are differences for your choices.
So coming from Old Republic to Blizzard’s half baked attempt… no, it really wasn’t worth it.
I mean admittedly it would be not supporting a Sylvanas that would classify as traitor, but I get what you mean.
Thing is in WoW that would be very difficult to bring about in a shared storyline that we all do.
The only way I can think of it is if the main storyline is based on the idea that there is a traitor quest line and a hero one, in which events from both affect each other. Two stories that combine to make the full picture.
Choice cannot be realistically made in an MMO, there’s just too much interweaving of content that most would never see, because they wouldn’t play through all of it.
I think SWTOR does it best, but it’s a solo campaign other people don’t see- again, the choice aspect of things doesn’t apply to the multiplayer parts of the game.
It’s only in the story sections, and only you get to see it.
There’s some cool decision-making in the dungeons and stuff, so you can decide to be morally terrible there and your party members will see that, but it doesn’t carry any lasting consequences.
Generally WoW doesn’t allow us to be ‘bad’ aside from a murder-hobo, so I generally try to be a force for ‘good’, even though WoW already railroads us to be good.
Even games like Skyrim had trouble with meaningful player choice, leading to one of just two different endings.