To my way of thinking the patient 0 for WoW’s story ills was Wrath of the Lich King. Let’s be real here Tirion had the final dramatic confrontation with the titular villain. We just happened to also be there. They literally put the guy on ice so we could have a gameplay interlude before he thawed out and the story continued. It was less a fantasy story and more a Christmas pantomime. And that’s the best they ever did with the model.
Here’s the thing; I don’t think it was wrong to experiment with a more traditional narrative with a beginning, middle and end. But it was imo a complete failure of an experiment.
The nature of a MMORPG means you sacrifice extremely important story telling aspects like pacing, tone and hell even the order of events to player freedom out the gate. So already we’re in trouble. But then it gets worse, because WoW is a massive project obliged first and foremost to be a fun and profitable video game. Meaning whole game modes can be scrapped, reworked or added out’ve the blue because of budget, poor design or just a cool idea the dev team had. Which means whole story chapters needing to be scrapped, reworked or added out’ve the blue.
Which would make a lot of the characters act in irrational or outright insane ways even if they were written consistently. Which they’ll never be. As this is a gargantuan project so any main character will be written by multiple people in different rooms in different places on different days and even different years. No one is going to come off as anything but severely schizophrenic with that many voices being handed the mic.
So to reiterate we’ve a medium where you cannot sit down and tell a story as your audience might be slapping eachother or running around making choo choo noises. Where you cannot have a concrete idea for where the story is going as that might have to change at any moment. And you can’t even hammer down a character arc as someone might pick up where you left off and go in a completely different direction.
Suffice to say this is perhaps the worst system designed by man for delivering a satisfying, traditional narrative experience.
But here’s the thing;
It’s not supposed to.
Some would say Vanilla didn’t have a story. And in the traditional sense it didn’t. No acts, no cast of characters, no villain or even real specific setting beyond a big sprawling fantasy world that shifted wildly through tones and even genre.
But I would argue it did as it had a main character, her name was Azeroth, and the story was of your own personal and collaborative adventures through the world. Maybe you read every last quest dialogue and adventured boldly from the depths of Molton Core to the skies above Lordaeron to siege Naxxramas. Or maybe you did nothing but gank people in Redridge until your eyes bled. Either way there wasn’t really a wrong way to engage with it. This is Blizz’s setting but your story.
And DF has captured that feeling in a way even Classic sort of failed at just by being from a different time. Maybe you’re super invested in the dragon drama, maybe you want to be the best soup chef the Tuskaar have ever seen, or maybe you’re just repeatedly flying into branches. Doesn’t matter there’s no wrong way to do it. Yeah there’s some big trouble with a lightning chicken breaking an orb but that’s just kinda there, along with everything else, to be invested in at your own discretion.
But the best part is someone remembered there is one venue in this medium where you can actually tell satisfying stories with a beginning, middle and end. Side quests. Those are short stories produced in relative isolation so they can have actual consistent characters, tone and direction. And when done well they’re used to flesh out the societies and cultures that fill this sprawling world of pretend to give it some much needed sense of texture. Which DF’s SQs do splendidly.
I hope the main lesson Blizz takes away from this is that they aren’t chiefly in the story telling buisness. That’s an important aspect to be sure, but they are fundamentally world builders. DF succeeds not because it’s fundamentally a better narrative than past expansions, but because it remembered the throughline narrative isn’t why we’re here. We’re here to experiences a world full of adventure, some comedic some tragic, some local some apocalyptic, but always something that is simultaneously our own and million’s of others.
TLDR; CDev is more akin to a Dungeon Master than an author or movie director. The game thrives when Blizz remembers this.