Can Alliance still LFD into dungeons in âHorde territoryâ? If so, then the losses are a pointless humiliation conga forcing the Alliance into lobby mode. Wow, what a positive impact the war had! Now in order to play the game I have to click on the green eye instead of wandering around and exploring!
Parity isnât useful for storytelling, but you are flat-out wrong about it being inconsequential to gameplay. Thereâs a reason balance concerns are a Very Important Thing in gaming.
Donât you travel through Horde controlled territory for dungeons today? Ever take a trip through Kalimdor to do literally anything after the Horde took complete control of it?
Iâm saying itâs inconsequential because it observably is. Nobody thinks about how much territory Alliance or Horde control. They login, pew pew and travel where ever they want regardless of how much story territory either side holds.
Yes, but most âFaction-Exclusiveâ areas are low-level and donât contain dungeons or raids. Making 90% of the world Horde Territory suddenly means that 90% of those dungeons and raids are now Horde-Only. Like, letâs say war happened just before DF, and then DF launches and because Horde had control of the seas due to a story victory, only the Horde could access the Dragon Isles? Alliance would have access to all of the expansions systems, sure, but access to the zones would be Horde Territory.
Hell, imagine trying to sell this expansion to players; âSo, the players on the other team win and get all of your favorite territories, and you have less world to explore. So, thatâll be $40?â No promise of swinging the pendulum back, because once a power is reduced, powers stay reduced, in reality at least.
No thatâs never been true. Alliance can go to Razorfen downs today. Or really anywhere outside of the Horde cities. Even if they so desired they can sneak into Ogrimmar to run Ragefire Chasm.
So then why would territory be lost in the first place? It doesnât serve a gameplay purpose aside from marking one side The Loser and one side The Winner through means neither side controlled.
Again, all youâd be doing is consigning the Losers into lobby mode until they either got their territories re-expanded through the narrative or the faction is deleted. Which then begs the question, why have the players in the first place if the NPCs are going to decide everything?
Again itâs not lobby mode. You can go anywhere in Horde controlled territory today with little contention.
The point of having a changing world is itâs more plausible. It has consequences in it. Itâs not a big stupid blue villain that exists as plot device with no consequence to the world.
Iâd much rather Warcraft be the one of Garrosh and Varian competing to build and destroy one another than Zovaal and his contrived existence.
Yes, but contested zones becoming faction zones means quest NPCs likely change as well, which means quests become permanently lost. Which means content is lost since those quests arenât functional anymore.
Do you really think the game would be healthy with Alliance able to adventure in Stormwind and Elwynn Forest with Horde having control over literally everything else?
No you can still have quests. They would naturally change over time to fulfill whatever plot was necessary.
Iâm not sure what you think is lost here. The game we have today shows us that while Theramore was important to the story it had zero consequence on the gameplay. Players can still get back and forth across the continents, do quests and dungeons and PvP.
If there were actual victories and claimed space, those areas would not be contested anymore, they would become Faction-Locked. You do not find Alliance questlines in Mulgore or Durotan, because those are Horde territories.
What you want, or at least what I believe you want, is for Faction dominance over territories. That means they become Alliance or Horde territory, which means questlines have to change or be removed for the âlosingâ faction while the âwinningâ faction can explore more storylines afforded by the dominance of that territory. This means there is less and less story available for the faction in decline as their territory continues to shrink. Which, realistically, would continue to happen because of the Snowball Effect.
That is, unless the writers deus-ex-machina a way for the losing faction to turn things around and start winning again. Which then makes the entire âwarâ the same betting and drinking game that GoT became, with as much player input.
At least when weâre fighting the monster of the week we can say âyeah we beat them.â
When Deathwing brought the Cataclysm to the world the quests got revamped. It doesnât matter if the quest occurs in Horde controlled territory or contested territory. You think the WoW team canât just put a bunch of new Alliance quests in their hub and then in Horde controlled territory? Sure they can.
Thereâs nothing stopping them from making Alliance playable while Alliance territory is at an all time low.
Youâre kind of going out on a limb there. Iâm sure someone may have been disappointed if they were Alliance in Hillsbrad logging on to find their town was reduced to slime.
But BfA even shown that it is possible to have Horde quest in Alliance zones and vice versa with how they completely split the faction into separate mini-continents. It isnât even about 100% Domination of a zone or a world map because itâs possible for a faction to win ground on some fronts and lose ground on others and even the ones they win on. If it came down to âOh no, a level 12 quest from ten years ago is inaccessible!â Then⌠Time dragons, they are all over the place and they phase entire zones into before and after images.
And you just write the quests Alliance would need to enjoy the game from the perspective of the oppressed. They still exist in the game and have all the same story elements as before. They arenât deprived of gameplay.
Thereâs a difference between âplayableâ and âappealingâ. Sure, I have no doubt you could cram enough quests and questgivers into Elwynn Forest and Stormwind to get someone to max level, but does that sound at all appealing, as opposed to the Horde being able to safely receive quests throughout the entirety of Kalimdor and the majority of EK along with all expansion zones?
Being able to explore, see new sights, wander around, these are all things that are also important to the player experience. âLosingâ the contest for a zone means that zone can no longer be safely entered and experienced for players on the âlosingâ team. Which means the Alliance player has to endure not only being the designated loser of the story, but also the mechanical impact of losing those questlines as well as being unable to safely enter the zone any longer.
Again, Volâdun and Kul Tiras were contested zones. That is not the same as Green-Text Faction Zone. Massive changes happen once the zone is no longer contested after one faction âwinsâ the contest.
As far as the notion of âwin some here, lose some hereâ, that goes back to parity. The Horde and Alliance essentially trade, constantly existing at the same stalemate, thus making the war pointless because âoh nothingâs actually going to happen to advance either side. We canât win or lose.â Which makes the whole grand war pointless background noise because it doesnât matter. And if it doesnât matter, why is it happening?
Finally, âJust Add Time Dragonsâ are the literal deus-ex-machina that make any âstakesâ completely laughable. So much for a living world when one faction has to live in the literal instanced past to quest and level.
And what about when itâs time for the killing blow to the faction?
Thatâs not what weâre talking about. You are thinking that Alliance quests would need to be in controlled territories when the game shows us that contested territories and even opposition-controlled territories suffice.
The story just goes in a direction where one is oppressed and one is the oppressor. They both still have content and gameplay across the entire game world.
What Horde questlines exist in Elwynn? What Alliance questlines exist in Mulgore? None, as far as I know, at least outside of the holidays, and entering Faction-Locked zones flags you for PvP which means, oh boy, here comes the ganksquad. So now weâd be forcing non-WM questers into PvP which always worked well before.
Then the war is pointless, as there are no stakes. Horde canât âwinâ the war and Alliance canât âloseâ it, thereâs just inconvenience forced by the story progression that lucky players will benefit from and unlucky players will suffer from.
Stakes or consequential outcomes are lasting events that form new stories and outcome in the world. Essentially if you cannot remove the event or actor from the world without damaging the existing outcome then it is factually consequential.