Friday, November 5, 2010

Thoughts on the doomsday cultists

As short as the questline concerning the doomsday cults that have recently started appearing in Azeroth may be, it has given me quite a bit of food for philosophical thought (good thing, too; my reservoir was starting to run dry). If you haven't done said quests, I invite you to go to Ogrimmar or Stormwind and do the questline before you read this post, so I don't bore the people who have already done the questline with a summary of what goes down.

What struck me the most about these questlines was the irony in the situation: we as players know the cultists are right when they prophesize the "end of the world", for we know about the coming Cataclysm. Yet, as our avatars, we fight against them, trying to stifle their message and prevent it from spreading. It was an interesting experience for me, doing the questline, for that reason; if the cultists are technically right, how can I be ok with silencing them? The justification I came up with for myself was that their attitude about it was too pessimistic, and that if we are going to survive the Cataclysm, we can't take a "the worst will happen" attitude about it, and that's exactly what the doomsday cults were promoting. If my interpretation is correct, they seem to plan to die during the Cataclysm, but they are sugar coating that fact by saying they are "ascending to a higher plane of existence". Yeah, not the best message to be sending around.

Of course, my druid's reason for wanting to stop the cultists probably wasn't that complex. In the midst of earthquakes and elemental turmoil, these people were causing unrest, both by preaching the end of the world and by stealing citizens away into their ranks. Our characters just want to do what they consider right (unless you roleplay them as otherwise, that is), and keeping the peace is probably considered a good thing. Even though we as players know these cultists are right, with the way the game is set up, our characters can only fight against them. We, in spite of our foreknowledge, are the misled ones here, not the cultists.

There's a good reason for that, though, and a simple reason, too: our avatars are characters within the WoW universe. Just like the leaders we fight for, just like the enemies we fight against, they are limited in their knowledge of what is going on by what they have found out through their experiences. We may know the other faction is comprised of just as many good and bad people as our own, and that we have no reason to not cooperate with them, but our avatars don't; all they know about the opposite faction is their experiences in battle with them and what they have heard from their leaders. We may know that Drakaru is an agent of the scourge as we help him in Grizzly Hills, but our characters think he is an ally. Most significantly, we may know the Cataclysm is coming, but our avatars won't know until they see it, unless they're crazy enough to believe the doomsday cultists.

And in the end, this is Blizzard's game, so they decide how much our avatars know and what course of action they take in response to that knowledge. Just as we lack the power to influence how the plot changes, we lack the power to impart our own meta-knowledge to our avatar. We may know what we know, but they only know what Blizzard decides they can know, so they are the unwitting pawns of a larger plot being written for them. We can do nothing to alter this plot; all we can do is experience it, in spite of knowing what wrongs may be wrought as a result. In the end, all we can do is go with the flow, for WoW is an evolving story, ones whose plot points and conclusion are not ours to decide.

3 comments:

  1. When I did this quest line, I didn't think that I was trying to stifle their message (in fact at one point I was broadcasting it all over Stormwind). I was simply keeping an eye on them, trying to make sure they had no hidden agenda. It was only after discovering Cho'gall's part in the matter that I became hostile.

    But I take your general point. Players often know what we characters cannot. For instance, I am a strong supporter of the Scarlet Crusade (it's a pity they aren't a strong supporter of me). They are trying to deal with the scourge, and they may be a little zealous in their methods; but they surely aren't as bad as death-knights, nor worse than Arthas in his pre-Lich King days. Why are the Alliance at war with the Scarlet Crusade, and yet friends with those who carried out the massacres of innocents in New Avalon?

    Anyway, I'm often told by other players "Yes, but their chief is an agent of the scourge". Well, that may be so, but how would my character know? For that matter, King Varian Wrynn might be an agent of the scourge, and we just don't know about it. That doesn't automatically invalidate all the work done by individual members of the alliance (including us adventurers). Similarly just because Dathrohan has been possessed by a Dreadlord, well that doesn't make High General Abbendis of the Scarlet Crusade a bad person. She doesn't know that Dathrohan is an agent of the enemy, and if she did, you may be sure that she would kill him, or die trying.

    Much more morally suspect than High General Abbendis, in my opinion, is alliance Commander Eligor Dawnbringer. In the quest "My Old Enemy", he acknowledges that she and the Scarlet Crusade could prove useful in fighting the scourge, but he wants to assassinate her anyway, because she is "far too shrewd an opponent to let live". Excuse me? If I had a choice of who to assassinate, Eligor Dawnbringer would be higher up my list than Brigitte Abbendis. But I don't, of course. As you say, "in the end, all we can do is go with the flow, for WoW is an evolving story, ones whose plot points and conclusion are not ours to decide". Amen.

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  2. ...and that is the biggest limitation of WoW, methinketh. Player autonomy is pretty high, but nearly everything we do is irrelevant to the story of WoW. Maybe that's necessary in a heavily entrenched IP, but I'd like to see an MMO that lets players have more say in the history and evolution of the world and its story.

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  3. That's called Dungeons and Dragons. They even have a massively multiplayer version called Living Greyhawk, where you send the publishers the results of your questing, and they incorporate it into canon history. There really isn't a way to translate this experience to the screen, though, without making it basically playing D and D over Skype.

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