I argue it's not a problem of homogenization, it's more a problem that's existed as far as Warcraft and Blizzard itself: The simple fact that the focus is never on exploring the factions as we have them and their thoughts, reactions, and the like to current events. While part of that does make sense, as the bulk of the story should revolve around the latest events (So, Dragonflight in this case), what little story that might explore the cultures we do have gets thrown to the back of the line if explored at all. Hell, that's kinda how the whole Dracthyr are handled in game. They just kinda appear and there's no reaction, no worries, no anything. We're just told 'Oh yeah, these guys are a thing now and they're part of the Alliance and Horde' and nothing else comes from it.
I'm not defending Blizzard's choice for class availability from a Story standpoint. I'm saying it's something that should be done for a GAMEPLAY standpoint. The two are not, have not, and should not be one and the same. Now while there is some correlation between them because of how the particular races and classes lore goes (IE: Kinda weird for Draenei of any stripe to be Warlocks considering the whole 'association with the burning legion' thing'), that is something for the lore and story team to give a reasonable and understandable explanation for why that exists. Or even better, give us a quest line explaining it.But past any value judgment, your point is principally wrong because it's both premised on Blizzard being shit writers and therefore some things not being worth attempting and also defending doubling down on Blizzard's universalist story route. When confronted with every universalist story being a boring carfire you go 'yes, but that's because of the writing staff', yet when it comes to the points where variance and difference between races and motives come up you either make a moralistic argument (Night Elves shouldn't have gender roles because those are bad), which I figure is closer to your actual issue with it and secondarily to going on about how yes, that might be good in theory, but Blizzard are bad writers, ergo it shouldn't be attempted, without either taking into account that that applies to every route without fail or taking into account basic cause and effect and if you put shit in, you'll get shit out, see here:
As a writer and developer myself, my main focus has been and always will be the freedom of the player to express themselves. If that means they want to go into their raids wearing a clown suit while wielding a fish? That's their prerogative. It would be up to me to craft a reason why that would fit into the world, story, and make sure to explain to the player within the games presentation.
The thing is, though, is the fact that I feel like you are associating the 'Let's make everyone the same/let everyone be anything' aspect with the fact that Blizzard has never done it well before. But that doesn't mean that the idea CAN'T be done well. Given the time, effort, and focus, I'm more than confident that you could make every race/class combo in the game work from a lore and story perspective (Even to the point of making up new stuff so it's not all Mages in Dalarn and the like) and have players enjoy it. The real question is... does anyone trust Blizzard enough to do it?
As I said above, I'm a writer. While I hold no illusions that I'm the best one, or even very good at times, I try my best to make sure my own worlds are internally consistent and if something is going to happen, you could follow it within said world causing that event. This is a value that I personally believe each and every writer should have at their heart. But that isn't something that's going to happen and some people simple do not care.You agree with my premise that in general race-specific lore is good and argue that usually it's done poorly, fair enough. But you will argue, one paragraph down the line, not for further effort to be put into it, but for the lazy solution that encourages not putting the effort in in the first place. If the writing is poor despite an initial effort being made then the writing, regardless of its general quality, will be proportionately worse when there's no encouragement to make said effort and on the opposite, every story decision is made from the perspective of shrugging shoulders and going 'sure, the players can do whatever'.
Were I in charge of Warcraft lore, I assure you I'd go out and make a specific questline to explain why Draenei are Warlocks now, how Gnomes became hunters, and how Trolls suddenly got interested in druidism. Because that should be the bare minimum. Fact is, yes, Classes lore in WoW is tied enough to certain races/ideals that just slapping that onto another race wouldn't work. But that's my job, to make it work to a satisfactory level. And it's something that Blizzard has failed upon.
I feel like this is a statement that is flawed, if only because you're holding the idea of factions and race specifics being so paramount that they couldn't exist without that being a focus... which just isn't true. Every writer draws on their own experience and interests when creating their works. For some that would be deep diving into the nitty gritty of what might make, say, the Gnomes what they are while for others it might be exploring the Void and it's creatures. But that's a matter of interest and what story they're wanting to tell given that freedom in a blank world.When you start out with the premise that factions, race specifics and so on don't matter, then your writing staff operating from this premise will produce stories with less attention to the setting and the individual races because whatever their skill, they won't need to care for it. This also relates to how classes work in Warcraft in general.
That's entirely different to coming into an already established property, even if I'm told carte blanche to do whatever, because there is HISTORY there. There exists people who came and worked in the world before me. The first key aspect any writer should embrace is research. If I'm going to be writing about a particular race in WoW, I'm going to do my best to learn what makes them tick. Their ins and outs. What they want and what they need. And I'd do my best as someone who wants their readers/players to be invested to make sure I'm living up to that ideal.
In the case of the Forsaken Paladins here, I'd look at the fact that we've had a Forsaken Paladin in the game already Sir Zeliek. I'd look at the fact that we have proof that Forsaken can wield the light even in death with the Priests. I'd look at the fact that a number of Forsaken could and likely would have been Paladins in their previous life. That alone feels like it's enough of a reason to consider Forsaken Paladins at least, though I do think more could and should be done.
To be fair, I brought up the FF example mostly because I was pointing out the fact that different cultures, ideals, and the like are very much represented within the jobs while allowing all players to be them regardless of their race. :PYour explanation is exactly what I'm getting at. It's not that there's no class story in Final Fantasy or whether it's good bad. It's that it's a single class story. Any white mage is part of the same general white mage.
Which is where I think you and me actually both agree here. Especially considering the different values and what not, there should be in lore reasons for why X becomes Y and so on. I feel like the stumbling bit in our discussion here is the fact that you feel like allowing that freedom in general takes away completely from the incentive to have that in the first place. Which I disagree with because freedom in writing doesn't mean the death of creativity. Just like how restrictions in writing doesn't always make for creative decisions because we're having to get around some limit.This isn't the case in Warcraft. The fantasy of a human mage in Dalaran as an academic city, a blood elf magister part of the ruling elite of Quel'thalas or a Highborne night elf mage part of an exiled aristocracy reintegrating are all different despite sharing the same gameplay iteration. The stories for one won't apply to the others, someone like Mace doesn't care for Kirin Tor content despite clearly caring a lot about arcane in another context and so on. These are some of the less showy examples, with paladins and priests being even more distant. DKs, DHs and monks (and evokers, but they're also a race) are the closest to having a single class fantasy irrespective of race, but they're the exception rather than the rule and even then things like Koltira and Thassarian's story show why the same archetype transplatented on different spots with different races and contexts can have a different result. This is in-built in the franchise and the audience's expectations for it.
This might be what it all comes down to in the end. We've seen in the past that, when Blizzard puts the effort into it, they ARE able to create something good. Hell, I still hold Mists in the highest of regard for story for MMOS, not just WoW. But it might just be a problem of what they're being allowed to do on the back end. 'Cool Factor' has almost always won out in Blizzard's stable in the end, but that isn't enough and hasn't been for years. I can't say much for how things are now, as I've not touched the game since BFA (And haven't cared for the lore/story since the end of Mists) but one can only hope that their current change for their future sage will shift the values to improve the stories given instead of just shoving the square into the circle hole by using a jackhammer.It won't make Blizz better writers, but the right approach keeps them from being even worse than their skillset implies.