Since unsubbing from WoW a month ago (with the sub officially expiring half a month ago) I’ve been playing ESO and, well, it’s been fun. But I’m not here to shill for ESO (not shilling too much anyway, but really, more people should play it now that’s it’s improved over the years) but to put out an idea for Blizzard to engage its “tried and true” development on, atleast a concept they once partook in; take something good from another game and polish it to perfection. Now what does ESO do good at? Storytelling, but more specifically, world building.
Blizzard’s Already Good at Worldbuilding Though!
Now this is curious concept, WoW’s playerbase generally confirms that WoW itself excels at worldbuilding over classic nuanced storytelling involving characters, character growth, (faction) conflict, etc. and this is all true, even amongst other Blizzard titles such as StarCraft, Diablo, and Overwatch. However Blizzard’s brand of worldbuilding is specifically lore, or more specifically ‘fantastical lore’, what do I mean by this?
By fantastical lore, I specifically mean stories written to explain fantastical or way-out-there background narrative such as the Sundering, Titans, creation mythos, ancient timelines, Old Gods, etc. This isn’t the end-all-be-all concept of worldbuilding though. Blizzard’s really good at creating fantastical lore, even without Chris Metzen, but what they fail/lack is the other, just-as-important, concept of worldbuilding, the mundane.
What to Take and Polish
Mundane worldbuilding, kind of a dumb/weird term but it gets the point across. To put simply, during my time with ESO I’ve been enjoying it immensely due to its worldbuilding, but specifically its mastery of balancing both fantastical worldbuilding and mundane worldbuilding. Those familiar with the TES series know that the franchise has a wealth of fantastical lore, but at the same time they would know that TES series excels at depicting the narratives and stories of the much simpler concepts, a storytelling proficiency that is not lost in ESO in the least.
ESO excels in bringing stories of a relatable down-to-earth level regarding the politics of noble houses, the intricacies of racial culture and respective struggles, the dichotomy even of racial cultural tensions, how a life of a bandit works, the life/struggle of a peasant/farmer/refugee, etc. All of these concepts are ‘mundane’ relative to say dragons or demons/daedra invading the world, or in WoW’s example space demons and spaceships, but it’s just as important for competent immersive storytelling in an MMO. And what’s more, is that WoW used to excel at this as well.
Of course, I bring up Vanilla WoW. But think about it, vanilla WoW didn’t have world-ending threats that took control of the entire narrative. Horde players experienced the simple narrative on making a home in the Barrens dealing will quillboar and Mankrik’s wife. On the other side of the ocean we had Forsaken deal with pushing out the living out of their own home. For the Alliance, players experienced the Defias causing havoc in Elwynn, troggs harassing Gnomes and Dwarves, and cleaning up Teldrassil plus Ashenvale in a post-war setting.
In modern WoW we are so focused on world-ending threats repeated year after year that the focus on Azeroth is lost. We are overpowered comic book characters; the marketing of WoW prior to Vanilla WoW’s release was “see what it’s like to be in the shoes of the soldier from the RTS games”, well we haven’t been in those soldier shoes for a long time.
Additionally, mundane worldbuilding isn’t completely lost in modern WoW either, we’ve examples of the societal/cultural stories of Zandalar and Kul Tiras respectively in BfA, and, go figure, these two narratives, devoid of the greater faction war, is one of the few (if only) things WoW’s playerbase can rally behind to claim as actually good.
Conclusion
I make this thread because currently I’m experiencing the Thieves Guild questline in ESO atm which deals with, well, stealing crap and the consequences of such. It involves my character sneaking around, lying, dungeon delving, and crashing weddings. Fairly mundane relative to space demons right? But funny enough, while I enjoy beating up space demons, I’m enjoying it so much more and will always always always prefer experiencing the life of a thief in a “Thieves Guild” to hopping on a spaceship with Khadgar and friends.
And what’s amazing about this concept is that this concept of mundane worldbuidling need not overtake fantastical worldbuilding either. You can have both; you can have the simple story/struggle of a farmer and the out-of-this-world story of a demonic space invasion at the same time. We used to have this in WoW, and it’s something I believe Blizzard needs to reacquire.
With the recent datamined stuff focusing on Old Gods instead of faction war, don’t get me wrong, this is a vast potential improvement regarding WoW’s narrative, but it’s still a flawed one. Learning more about Old Gods, Titans, the Void, ancient history, is always great but what makes these concepts great is the mystery behind it. If we keep learning we slowly lose the mystery, and this heavy focus into such concepts will completely shatter said mystery lest Blizzard makes up another new bad; the Void Lords is still a ‘wtf’ thing for me to this day over the Burning Legion. Instead of this breakneck pace of narrative to “unravel all the mystery”, why not slow it down by revealing more about the world of Azeroth?
Let’s learn more about Old Gods while at the same time look back to the world fantasy we started in. What it’s like to be in the shoes of a grunt/footman, how Stormwind works with only two farms in Elwynn, how the heck can’t orcs live comfortably near the Southfury River, how blood elf houses/magister culture works, what is the space-faring scavenger aspect of draenei and how it operates, etc.
TL;DR, We need to experience more of orc farms rather than more Old Gods.