There's nothing contradictory between having an evil smarmy villain who wants to end the world, with the story hyping up how existential the threat is and also having cozy beach episodes. That is in fact, how a lot of children's cartoons work at or below Warcraft's nominal T age rating. While the plot these last years has ranged from incoherent (Midnight), to functional and at least following cause and effect (SL and DF) to absolute barely connected nonsense (BFA, TWW), the themes of the plot, its message has been completely consistent. Every single racial and cultural conflict and variance from what one would consider cosmopolitan and nice, everywhere, must be eliminated by the end. Good people don't argue, they come together and leave their issues aside to hug it out. Stories are about basically nice people overcoming fairly minor interpersonal issues, which they get together with their friends. Collective group interests are either fake, or can all easily cohabit without contradiction. A leader is reluctant, kind, humble and doesn't want the job. Aggression, ambition, contradictory views, these things are either fruits of false consciousness cast by villains or itself villainy.
BFA's faction resolution, Uther and Tyrande learning about forgiveness in SL, DF's dragon hugging, TWW's Earthen and especially Undermine's godawful goblin story and now Midnight's elves are all the same story. They are products of a singular, cohesive creative vision. What sets something like DF apart from say, BFA or SL, is that the latter have laughably dark subject matter (genocide, determinism, damnation, the problem of the unlearned) accompanied by an absolutely grade school level delivery. DF is a children's cartoon, closer to HS, in all aspects and is therefore at least cohesive. Midnight and TWW have solved this by relegating anything remotely mean (the comedy DF characters having spiders lay eggs in their eyesockets while they die of exposure in TWW, Magisters draining street urchins in underground labs while the quest has you nod away and help the lesser evil) in one-off sidequests whereas their main messages are exactly the same as the aforementioned.
These sidequests though don't evince some new incoherence. It's why I bring up the gnome stitching quest in Icecrown relative to Matthias Lehner. You could really do it with everything, the Neferset relative to the Indiana Jones story in Uldum, an Ernest Hemingway reference next to Gurubashi and so far. Total coherence has never been there and isn't really needed. It's the overall message, the theme that suffuses the material and if anything mainline contradicts it. How tightly the people holding the IP clutch onto it, refusing to let it stray from the ending of Eternity's End being played on repeat.
That's why I bring up SC2 as often as I do, not just because it's liquid shit (though it is), or because it's done by the same guy in his singular vision (though it is that too), but because it's shit in precisely the same way. TFT and Brood War both end in roughly the same way. The villain, previously a fallen hero (Arthas/Kerrigan) overcomes the lesser evil (Illidan/the UED) and rises to power. The heroes are significantly weaker than them and either lose and don't participate (Thrall+Jaina/Jimmy and Artanis), all the while there's an omnicidal villain in the shadows (The Legion/Duran's master, eventually Amon) The overall standpoint is a situation where power and factions are at odds with one another and actions also have direct consequences, when a group is destroyed, it doesn't vanish, but keeps going - high elves become blood elves, the Legion continues to act through proxies, the Scourge splits into contesting groups. Brood War and Frozen Throne spent a lot of their runtime with different sorts of obsessive dickheads fighting each other and it was great. Now where did these franchises go?
Following a single concrete vision, Starcraft essentially collapsed into itself. All of the contradictory bad rulers were eliminated and replaced by Anduin (literally Josh Keaton, this time in space), life or death ruptures in beliefs and relationships get resolved with pithy 'I won't forget this' (Jimmy and Kerrigan), all evil stems from corruption and deceit (Kerrigan, again). The baddie is a progenitor race from a dimension of fractal shapes who's minions consist entirely of different blobs, lest a political force with a contrary motive be involved (Amon, the Bald Man's grandpapa). Given complete free reign and clarity of vision, Starcraft turned into what WoW is now. Every conflict was resolved, everyone was friends, where they differed it was on minor issues of cosmetics. The franchise was a storytelling wasteland.
By comparison, early Warcraft was wildly tonally different and rather than end its conflicts, it split into factions and races with contradictory goals and identities. The ending of TBC, a proto-version of BFA and SC2, one of the most abysmal dogshit endings the franchise has produced, effectively as bad as this is, which is complete regression of the Blood Elves and neutering of the race, would fit perfectly with today. However, something like Wrath's faction conflict most definitely would not - the idea that Thrall meant well but his rule fucked up and he lacked the backing of his people. That conflict between groups was inevitable and that, even in the hokey moralizing story ala Mists, the removal of the bad man would not eliminate other problems, which continue to rise as it goes on (ala the Purge), that is a view that is anathema to modern Warcraft. And it wasn't a product of Metzen, it, along with Thrall's story not being some comic book hero replacement story, was a direct result of the writing room having wildly different visions. You could have Knaak, Stackpole and whoever else writing, all within the same broad setting, but experimeting with tone. This is impossible in the current year, where the IP is on the tightest possible leash and no deviation from this prescribed ending is possible. All roads lead always to the the same place, compared to the push-and-pull that was.
Given individual reign, Metzen would make SC2 again and insert it here, as would anyone who shares his vision. Given collective reign, the people who now form the writing room, who aren't some wreckers, but vivid fans of his most terrible work who continue to go over and repeat its beats over and over, have and are doing the same. The vision itself is the problem. Any procedural argument for why the story sucks which doesn't stress the substantive point that group racial, cultural and interest-based conflict in a world with contradictory interests that can't accommodate everyone is the only baseline in which the game has worked will fail. A more tightened vision might give you a DF, the epitome of the current paradigm with no compromises, and DF is certainly more competent than any other recent expansion on its own terms, but being competent at sucking is something you should leave for the bedroom.
- - - Updated - - -
I mean, there's races like void elves (the fanclub of one researcher in Silvermoon) or to go for less low-hanging fruit - Darkspear (a race entirely suppressed by a single battalion of Kor'kron), Stormwind (the survivors of an omnicidal army of axe murderers killing everyone in the kingdom and their refugees escaping) and the orcs themselves (who all fit on the ships Thrall stole from one harbor). Population in WoW is like portals. Don't think about it, the writers never have.

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. Its the same people the whole time here who rattle up like its 2007. Idk why this is allowed as its pretty toxic. But for love of god people just move on already.


