As I wrote the title to this thread, which I regarded as a quite neutral title that wasn’t necessarily speaking about whether the Night Elves should be in the Alliance (it merely puts the two terms in the same sentence), I noticed that my topic was considered similar to More Night Elves abandoning the alliance?, Alliance doesn’t care about Night Elves, and Night elves being Alliance was a mistake.
So clearly we already have a read of the room.
To clarify…
I don’t believe that Night Elf inclusion of the Alliance was necessarily a bad idea, at least in theory.
I don’t believe that Night Elves interacting with other Alliance races is a problem, at least in theory.
I don’t have a problem with multiracial organizations in which the Night Elves take part, at least in theory.
But as you may have guessed, I’m not here to talk about theory. I’m here to discuss what I believe happened to get us to where we are today, and what I believe the current problems are.
A “mostly” ideal world
Vanilla didn’t spend a terrible amount of time explaining the world that it was trying to get you to explore. The world still had plenty of mystery to it, and one of these mysteries was how the Night Elves came to join the Alliance in the first place - which I frankly think didn’t really matter much because as much because Vanilla’s presentation did an excellent job of portraying the Night Elves as unique, independent and capable. There was never this feeling in Vanilla that any one part of the Alliance really held sway over the others. I mean, maybe you could make an argument for the Dwarves being this party, but from my view they didn’t really direct or dictate anything.
This is why I don’t necessarily have a problem with the Night Elves being in the Alliance. Vanilla gave us something close to an ideal state for an MMO. That doesn’t make it flawless, but Vanilla did let you do your own thing without larger events, or institutions, screwing with the racial fantasy that you picked. It would carry that on for a while until Blizzard changed its storytelling style to fit more of an RTS, single-player, narrative focused story revolving around the exploits of a handful of NPCs as they made the sorts of massive, flashy changes to the world that you could only really get away with in a single-player story, where the people and the locations - unless a major character is involved - are really just collateral damage that no one is really supposed to care about.
But, let’s put a pin in that, and return to it later.
Story über alles
I will be (and have been) referring to this style as an “ubernarrative” - an all encompassing story that is marked by its scale, its focus on a small cast of NPCs, and its insistence that everyone be dragged into caring about it. This was going to be the way that Blizzard was going to tell stories, and this was the vehicle that they rammed the faction war into.
It didn’t start off completely terribly. In Wrath of the Lich King, when all of this ubernarrative stuff really got started, Varian Wrynn and Garrosh Hellscream were sort of introduced as counterparts to each other - both just as aggressive, and both likely just as wrong about each other, both driving their respective factions to war for what they saw as understandable reasons. You could probably put them on a Warcraft 2 box. Remember this?
That could have actually been a decent basis for the faction conflict - an evenly matched fight between two sides that can’t claim a monopoly on justification, but probably think they can. Sadly, it was not to be.
Wrath of the Warcraft 2 Fans
Cataclysm was derided during its heyday on these boards as a massive Horde party against the Alliance concocted by meathead Warcraft 2 fans in the guise of a Warcraft 3-style “finding yourself” narrative (because, well, it was). It set off a backlash that came to a head in the 2011 Blizzcon. Dave Kosak wrote a Dev Watercooler post where he dodged the faction bias question by establishing that Warcraft was necessarily an unfair because unfair situations create heroes (i.e. establishing the Alliance = Good, Horde = Evil dynamic that we have to this day). Corpsegrinder spewed homophobic slurs against the Alliance next to the grinning dev who invited him in the first place. Chris Metzen was awkwardly shoved into an Alliance sweatshirt, and as Theramore was released, a weary Alliance playerbase was being promised a “fist bump moment” that would ultimately never come.
It was equal parts in-your-face-disregard coming from the Warcraft 2 dev crowd and damage control coming from the steadier hands that were on their way out. I believe that the former agitated for something resembling Cataclysm because this was the crowd that straight up wanted Forsaken because they thought they were playable scourge. This was the crowd that spent a lot of time building up the Horde as a brand and fashioning it as this metal-album cover entity that didn’t really jive with where Metzen had taken the concept in Warcraft 3, and Metzen wasn’t far away from retirement. He was already transitioning to those newer hands.
But, reality was staring them in the face - they overreached and now they had to do something for the Alliance. There was just one problem - they didn’t like writing about the Alliance! These people have made no secret that they just find the concept boring - which is the example that you’ll find if you open the encyclopedia and look for “self-fulfilling prophecy”, but, this was a problem, and we see that problem in the “solution” that they came up with to mollify a faction that was upset about watching its lands taken and its constituent peoples’ humiliated in what was supposed to be a balanced, bifaction MMO. This, you see, was all going to be solved by the “Trials of the High King”.
You’re the king? Well I never voted for you.
We know how this went down. Questions of whether this created a human led empire were quickly raised and just as quickly clarified with the High King position nominally being regarded as a Supreme Allied Commander. The questline itself was only partially realized, with Blizzard taking the hatchet of human potential at the Night Elves first in a patch that featured them failing repeatedly all over two continents (including in their own capitol city - and I yearn now for the days where this was as bad as it could get).
I know from experience that the Night Elf community already wasn’t thrilled with the idea, but this is where we start to see the dynamic that I feel I’ve finally meandered my way to - which is consistent of a) establishing the humans and specifically the Wrynns as the center of Alliance storytelling, and b) bringing down the Night Elves for their benefit. The genesis of this I don’t feel is a mystery in either case. A) Came about because again, the developers don’t like writing for the Alliance, and so they went with the easiest, safest route that they could think of - “Some strong King Arthur guy with a sword - medieval aesthetic - yeah, let’s just do that”. Regarding B) - getting the devs outside of Samwise and Metzen to even accept them was revealed by the former as having been a “really hard sell” (http^s://www.pcgamesn.com/world-of-warcraft/night-elves) in the first place - but the other issue was that a quasi-independent race like the Night Elves threatened the simple, unified image that they were going for. This would upset Night Elf fans, but let’s be honest - if the last ten years have taught us anything, it’s that they don’t mind if we quit.
The Outlier
It’s here that we nevertheless see a massive disconnect in the Alliance. Blizzard nominally wants to sow pride in the institution, but because they have framed the relationship between humans and Night Elves as one where the former suffers for the benefit of the latter, resentment springs up instead. They set up Teldrassil which allows the Alliance to get some hits in against the Horde - but only humans are allowed to do this, and only in areas and for objectives that they care about. I think they sort of leaned in to this, but they appeared to be trending into a Leyara-like direction with Tyrande until, as we learned recently, her whole stint with the Night Warrior in regards to what it was intended to do turned out to be completely pointless. I expect now to hear from Tyrande and Shandris that they will be forgiving the Horde and potentially a redeemed Sylvanas - and I expect them to become reviled characters for this.
This also brings up another disconnect - one having to do with Alliance morality. Remember when I asked you to put a pin in the idea that in a single-player story the destruction of locations and peoples is often collateral damage that people aren’t expected to think about? That gets more complicated with an MMO. Because we aren’t playing as Tyrande or as Anduin - we’re playing as avatars of a given playable race, we form investments and attachments to locations and people - and you can see this all of the time in the sort of faction and racial identification that accompanies commentary not just here, but on just about every forum where WoW lore may be discussed, including places like General Discussion and Twitter, where you would expect to encounter more of the “normal” playerbase. This is a kind of roleplaying, and a pretty clear sign that an MMO developer needs to be mindful of how they are treating the roles that they have on offer - just as an aside.
But, what does this mean? It means that regardless of a character’s progression, the players’ interests are ultimately couched in what happens to the things they see the most, and the things that they’re actually invested in. In the Night Elves’ case, those things were destroyed as collateral damage for the faction war by the Horde, and left unavenged because the developers were too focused on seeing the Alliance as humans, and because they are trying to tack the game to one human’s concept of what is moral. Why is this failing? In part because this entire direction flies against the investment that I just talked about for Night Elf players - which deepens division, especially as the broader Alliance is established as a sort of mouthpiece for this phenomenon. This will also not change if Tyrande is turned into a Baine, as appears to be taking place. If characters turn against the interests that I just talked about, they start to become reviled - and if you ask me: a reviled character that is continuing to do damage is far worse than a dead one who stuck to their guns and went out believing in something, even if that thing is horrifying. It’s for this reason that I increasingly think that this should be Tyrande’s last expansion. I don’t want her coming back if she’s going to be a Baine - and by all accounts, she’s failed as a leader anyway.
But, in conclusion - we have a scenario where the Night Elves, and its fanbase for the most part, is encouraged to be deeply estranged from the rest of the Alliance, as well as in rejection of the messages that Blizzard is trying to get the playerbase to accept.
How do we fix this?
Those of you who know me know what I am going to say next. Something about the ubernarrative being bad, something about racial balance in an MMO, a wild claim about how Dave Kosak created COVID-19, that sort of thing. Now that you know about those, let me introduce one more.
Blizzard needs to stop fighting gravity with the Night Elves. They have teased vengeance, they have teased catharsis, and they have teased more independence only to yank it away because that interferes with the story that they want to tell. They need to stop doing this, and with respect to the Alliance, they need to acknowledge and call out these abuses in lore (because they absolutely exist in lore) and then find a way to mend them. More specifically, if and when Anduin returns from the Shadowlands, he needs to be confronted with the damage that’s been done with the trust that was placed in him. I’ve suggested a PVP scenario - some people have asked what Anduin would do in response. He’d likely object to the Night Elves becoming more aggressive, at which point I think he needs to have his entire ideology thrown right in his face.
“We sent an army to Silithus because YOU thought it was important. We relied on YOUR faulty intelligence that YOU were so damned sure about. YOU didn’t have a plan if we got attacked. YOU got our people killed. YOU refused to help us take our lands back because YOU used the tragedy as justification to get things that YOU wanted. No, we won’t sign your treaty - we’re in the firing line, YOU are not. YOU left people in power who wanted us all dead. We’re going to get attacked again, and we are not going to be sacrifices for your insane pacifism, which you only feel secure about because YOU are an ocean away. We want nothing to do with YOU.”
Is that unfair? Is that personal? Oh yes - and it should be. It should also be the hill that Anduin has to climb to regain the Night Elves’ trust and their willingness to help the Alliance against whatever array of threats they have to face in the next expansion. Most crucially, this should not end with the Night Elves simply being wrong and Anduin being right - the overall concern should be treated as legitimate, and the resolution of such should finally answer the question of why the Night Elves are in the Alliance in the first place - not the origins of it, that doesn’t actually matter - but why the Night Elves would actually choose to continue to be in that coalition. Why does it make sense for them to be there? Fundamentally?
… and don’t forget. It’s the players, not some malleable NPC, that you have to convince.