There is one major problem with the way that the story is told in World of Warcraft, and that is the linearity of the story. Each expansion is a progression forward in not only space, but also time, becoming a fully isolated experience that only serves to further disconnect you from what should be the main point of the game: The WORLD of Warcraft. You are simply dumped on an island that you know nothing about and given some busy work for characters you have never met. Half the time, the quest givers don’t even bother to tell you WHY you are doing these mundane tasks, so it must not be that important. You might as well not even bother to read the quest text, and most players don’t. The irony is that you are supposedly the legendary grand champion of ages, hero of Azeroth, the literal god himself, and here you are picking daisies for NPCs who are too busy standing around doing nothing to do it themselves. Why? Maybe it’s just REALLY important to this NPC that you never met 5 minutes ago. I don’t feel any kind of emotional attachment to the setting or any of these characters. The game simultaneously makes you feel unimportant, while giving the important roles to NPCs you are not emotionally invested in.
Maybe it is just a Dragonflight problem, as prior expansions at least pretended to care about the world you are supposedly inhabiting by giving you a reason to explore the actual world of Warcraft. Cataclysm was a perfect example of this, albeit not executed in the best possible way. It took you back to Azeroth, and showed actual world-changing events happening. So not only did we have a familiar setting, but we also had a clear progression of events. The problem, of course, was that it was implemented in such a way that we had no way of experiencing the world before those world changing events. Meaning that for new players, you experienced the aftermath of those events, without having anything to compare it to what it was before. This becomes a huge problem when you realize that if you want to truly explore the “World of Warcraft”, you have to go back in time. And it should also be pointed out that these world-changing events happened not during the game as you play, but in a quick 30 second cinematic outside of the game and by extension outside of player input. This is a problem that has persisted until now, especially through Battle for Azeroth, which although it again gave you reason to revisit the world of Warcraft, took all player agency out of the equation as you merely sat back and watched events unfold through cinematics. Instead of you being the main character, you were merely a spectator to the actual actors in the game, the NPC characters.
Dragonflight continues this trend of uninteresting storytelling. Why should my character, an Orc from Durotar, care at all what happens on some remote dragon island? It sort of makes sense if you choose the route of making a Dracthyr character, since you want to know more about the history and land of the Dracthyr. But if you didn’t opt into that, you have virtually no investment into what happens on the Dragon Isles, outside of a kind of morbid curiosity. The island itself feels entirely disconnected from the rest of Azeroth. Storywise, up until a few minutes ago, nobody even knew this island existed. Are there some kind of untold riches to be gained? Some kind of mythical artifact of mass destruction? Some unknown existential threat? No? Just some dragons having a petty beef with other dragons? Ok. I guess I’ll tag along and watch it unfold, because why not?
TL;DR: The “World” of Warcraft feels empty, devoid of life, and stuck in time.