It's funny my dissatisfaction with WoW has made me go back to Anarchy Online. There's a lot of grind in it, but you have a lot of freedom on how you can advance.
Cata was designed to be streamlined and tell a story which goes in the opposite way of free form.
A game with a tight story can't be free form and vice versa. Oh you can put in 'side' roads but at the end of the day it has to lead to the same place.
The Goblin and Worgen are suppose to tell why they joined the horde/alliance and to tell that kind of a story they had to do it in linear fashion.
Yet somehow they did it before without the quest on rails.......
This. I mean I don't mind the idea that they may have a quest to lead to a new quest hub, but in the Worgen zone you are literally getting on a carriage going to the new area lol, the only multilinear part was the part before Gilneas Mansion area was flooded, and you warned the citizens too flee...and that was nothing compared to what they did in other beginner zones. Honestly, when I think about the Draenei and Belf beginner zones, I think of how a beginner zone should be. 1-5 really linear (though it was a lot more free then the whole worgen zone) and told you about the race, 5-10 tell you about some of their problems, then their 10-20 zone told you why they joined the Alliance/horde. Very well done in my opinion, Worgen zone...fun the first time, but it is bullshit that we literally have to do it again if we want to level another Worgen...
The 'story' aspect is much stronger in Worgen/Goblins with cinematics and phasing being used that Drae/BE areas did not have.
No it isnt. The only difference is that the story has a different presentation with more NPC interaction. People claiming there was no, or little story before Cata are people that never read the quest log. People that just read the short description of what to do and that's it.
And here is a perfect example of one.
Originally posted by adam_nox
uh what?
What starting pre-15 areas were NOT linear? You just do quest after quest, and at least with the worgen area there's an actual plot, and quests other than fedex kill-x.
You must be thinking of some other game.
Because the NPC talk to you and each other a outside of the log a bit more getting sent to kill spiders is all of a sudden tremendously different.....
I don't really mind quest direction being linear as I like for games to let me know where I can go, but I always prefer to have more than one option as to particular zones to level up in.
I have not raised an alt in WoW past 25 since the Cataclysm patch, so I can't comment on how well WoW does this. I will say that the new areas give players plenty of choice as to where they want to go and in what order.
The 'story' aspect is much stronger in Worgen/Goblins with cinematics and phasing being used that Drae/BE areas did not have.
No it isnt. The only difference is that the story has a different presentation with more NPC interaction. People claiming there was no, or little story before Cata are people that never read the quest log. People that just read the short description of what to do and that's it.
And here is a perfect example of one.
Originally posted by adam_nox
uh what?
What starting pre-15 areas were NOT linear? You just do quest after quest, and at least with the worgen area there's an actual plot, and quests other than fedex kill-x.
You must be thinking of some other game.
Because the NPC talk to you and each other a outside of the log a bit more getting sent to kill spiders is all of a sudden tremendously different.....
You are going to have to explain as 'no it isn't' isn't really a good logical response. At least to someone that wants to have an actual discussion on the topic.
If you are going to sit there and say the pre-Cata starting areas were more story driven in the starting areas than the worgen/goblin that is factually wrong.
What was the first few quests for humans pre-Cata? Ah yes, Kill 10 of those monsters that seems to be populating just outside the quest giver. What was the 2nd quest? Ah yes, go to the cave (which is 10m away) and kill 10 of them. 3rd? Kill wolves and get pelt (i think).
Then the next ones are to go across the river and kill some defias and steal some grapes (or was it wine?) then collect bandana. After those are all done go to goldshire.
Some epic story telling there! /sarcasm.
They are 'different' if one logically follows the next in a narrative and makes sense so it doesn't feel like another random 'kill X for Y'.
Gdemami - Informing people about your thoughts and impressions is not a review, it's a blog.
I just played the worgen starter race to level 8 on a friend's account. I don't understand why some people rave about the new questing. It seems far inferior to the old school approach. It feels limited, isolated, a simplistic single player experience and I had the sense of being on rails the whole time.
WoW used to be about the great and immersive world. The worgen zone feels anything but.
If it makes you feel comfortable... The Goblin zone felt the same. I rolled a dwarf, and I was on rails as well.
Once again, WoW could not live up to my expectation, and within the week I ditched it once more
Comments
It's funny my dissatisfaction with WoW has made me go back to Anarchy Online. There's a lot of grind in it, but you have a lot of freedom on how you can advance.
No it isnt. The only difference is that the story has a different presentation with more NPC interaction. People claiming there was no, or little story before Cata are people that never read the quest log. People that just read the short description of what to do and that's it.
And here is a perfect example of one.
Because the NPC talk to you and each other a outside of the log a bit more getting sent to kill spiders is all of a sudden tremendously different.....
WoW Sidequests
I don't really mind quest direction being linear as I like for games to let me know where I can go, but I always prefer to have more than one option as to particular zones to level up in.
I have not raised an alt in WoW past 25 since the Cataclysm patch, so I can't comment on how well WoW does this. I will say that the new areas give players plenty of choice as to where they want to go and in what order.
You are going to have to explain as 'no it isn't' isn't really a good logical response. At least to someone that wants to have an actual discussion on the topic.
If you are going to sit there and say the pre-Cata starting areas were more story driven in the starting areas than the worgen/goblin that is factually wrong.
What was the first few quests for humans pre-Cata? Ah yes, Kill 10 of those monsters that seems to be populating just outside the quest giver. What was the 2nd quest? Ah yes, go to the cave (which is 10m away) and kill 10 of them. 3rd? Kill wolves and get pelt (i think).
Then the next ones are to go across the river and kill some defias and steal some grapes (or was it wine?) then collect bandana. After those are all done go to goldshire.
Some epic story telling there! /sarcasm.
They are 'different' if one logically follows the next in a narrative and makes sense so it doesn't feel like another random 'kill X for Y'.
Gdemami -
Informing people about your thoughts and impressions is not a review, it's a blog.
If it makes you feel comfortable... The Goblin zone felt the same. I rolled a dwarf, and I was on rails as well.
Once again, WoW could not live up to my expectation, and within the week I ditched it once more