Originally Posted by
Jokubas
Ah, okay. I was actually sort of interested in the idea of something behind even the First Ones. I mean, I really don't like how much this has escalated, but at this point I was morbidly curious as to what they'd do with something like that.
I meant to follow up on this when I mentioned the writers not having a lot of freedom, but there is also is a lot of subjectivity to storytelling. Personally I see a lot of modern trends in Warcraft's writing that could have been demanded from higher up, but are common enough to just as easily be something the writers plan on doing. The escalation in general, for one, is something that's pretty universal right now.
It's interesting seeing people view Lord of the Rings for the first time, and be confused or frustrated at how little magic Gandalf uses. In a lot of ways he helped define what a wizard was, but fiction as a whole, audience expectations as a whole, not just a singular work, have changed a lot since the books were written.
It's an issue I see in tabletop games as well. I recently saw a discussion where someone was wondering how they could help mundane classes keep up with the wizards. Someone brought up some "anime" techniques like blade beams or other similar feats (that are superhuman by real life standards, but considered non-magical in their respective universes) and dismissed it because it's too immersion breaking for the tabletop crowd invested more in simulation. I couldn't help notice a certain ironic elephant in the room, because wizards themselves have crossed that line, we've just gotten used to it.
Wizards are basically just superheroes these days, but they didn't used to be. Magic used to be rare and difficult. Magic required time, rituals, reagents. It was based on folklore and while it didn't expect you to think magic was real, it was often inspired by things people believed at some time. It was more than real, but there was still something grounded about it. Now wizards are just casual reality warpers, but we're not consistent about allowing that shift to apply to anyone else.
It's not always just wizards though. A good Warcraft example is comparing the Warcraft III teaser to the Legion cinematic. In the former, a single Infernal massacres a human and an orc as a strong symbol. In the latter, Varian can carve through a giant piece of solid rock with one swing of his sword. He's a superhero compared to what existed in Warcraft III.
Anyway, my point is that while I don't want to be rude to the writers, especially if something isn't even their fault, there are still things I'm not liking about the story that could be entirely intended. I don't like overly explained cosmologies. I don't like "deep" philosophical things either, because nine times out of ten it's just nonsense hiding behind complexity to look smarter than it is. I want some more grounded plots because they avoid both of those things, and more.