Originally Posted by
Jokubas
The quotes in those interviews are interesting, and explains a lot. I remember Blizzard saying awhile back (around Pandaria?), that they didn't think every story should or had to be about a world-ending threat. Garrosh seemed to be an example of that at first, he was just a tyrant whose biggest danger was how he riled everyone up and destroyed the stability Thrall had worked so hard to build. But then they released that Blank Scroll story and explained that, if he wasn't stopped immediately, he would instantly win (while they also admitted that Garrosh only had a tiny fraction of the orcs supporting him, so his success should never have even been possible). The Iron Horde followed in the same trend. An army made up of duplicates of just one of the many races we have defending Azeroth? Sure, a lot of people will die before they're stopped, but stopping them should be a foregone conclusion. Then they go and make every plot about a new superweapon they've dug out that will instantly destroy the world.
After reading those quotes, I feel like some people in Blizzard might legitimately be trying to write subtler plots, but keep getting overruled at the last moment, explaining why we are getting threats that can't really threaten the world and are worth dealing with for other reasons, but then we get constant insistence that they magically can.
I disagree with the problems coming after Wrath, though. Burning Crusade was an absolute mess, not just with the draenei thing. It took until the Illidan novel to even attempt to rectify many of the events there. I'll admit, though, I think Burning Crusade's biggest problem was from growing pains. We take it for granted, but MMOs used to be different, and World of Warcraft launched with a different perspective. It wasn't intended to tell stories originally, at least not in the traditional sense. Azeroth was our world to explore, and us adventurers were dealing with local issues as we encountered them. Burning Crusade was a bridge to giving each expansion a traditional plot.
Even Wrath though, which truly had a plot, and even cutscenes, was far from perfect. Arthas' defeat was a narrative blunder. In Warcraft III, we became invested in Arthas' story, in his fall, and in all the lives he affected along the way. This was a major plot, with far reaching emotional and narrative connections. And then how is he defeated? By a guy who was missing during Arthas' fall and had no significant connection to him. Two of the characters who actually did, Jaina and Sylvanas, only got a short arc in the preceding dungeons, before promptly leaving (Sylvanas' reaction had to be addressed later in a short story). Most of the run time of the cutscene for Arthas' death was not resolution for Arthas, but about his successor, which was a plot invented at the last minute (I'm pretty sure they admitted that the Bolvar thing in particular was inspired by the fan reaction to his disapperance). For a plot that mattered so much and had taken so long to get a resolution on, it doesn't even spend a minute on that resolution, and in that time neglects to address even a fraction of what it had built up.
If I had to summarize my biggest problem with Blizzard's writing in the last decade or so, it's that it seems they're afraid to move forward. Warcraft II and III both moved on from their previous plots and grew the world. Diablo II did something similar, and left a sequel hook that would move it in a new direction. Diablo III, however, decided to soften the blow of that sequel hook in exchange for deciding that the epic, final deaths we had earned for the villains, were somehow never what was going to happen anyway. Seemingly afraid of an artifact title, which is nothing to be ashamed of, it lets you defeat the villains only to release them again in the same game. I'm not familiar with it, but from what I understand, Starcraft II does something similar, retconning the status quo shifts that the previous had left for it, just so it could retread similar plots. World of Warcraft started doing that with Wrath of the Lich King. Suddenly the Lich King is necessary to the world despite being relatively new. The Forsaken continue on with plagues and blights. We're not allowed to move on from the Scourge. Legion retcons away the weight behind Warcraft III's ending so much that, while it seems like it's supposed to be a reveal in-universe (look at Gul'dan's taunt at the Broken Shore), all the characters take it for granted (look at Khadgar's attitude at the end of Warlords).
Villains keep coming back, even after plots that were explicitly about destroying them forever, only to see a plot that parallels the original. We're not allowed to move on to the next thing anymore, to a new conflict, or a new race, or a new status quo. Even when things change, it's mostly in-name only.