Wednesday, December 29, 2010

Don't you know there's a Shattering on? Redux

The last time I asked the question, "Don't you know there's a Shattering on?", it was because I was struck by the nonchalance the citizens of Stormwind seemed to have taken towards the recent destruction of their world, and I was able to formulate a reason as to why they were so calm after a gigantic dragon had just ravaged their city. Now I am forced to ask this question again, this time by the Hero's Call board. Allow me to copy a line from the Hero's Call quest for each Cataclysm zone (the Alliance versions of those quests, that is) that succinctly sums up your purpose going into each zone:

Vashj'ir: "Recent attacks by the Horde on our trade ships must be met with swift and just force!"

Mount Hyjal: "Our brothers in the Cenarion Circle report that Deathwing's minions have launched a destructive offensive against the world tree and threaten to burn it to the ground!"

Deepholm: "The Earthen Ring requires our aid! They report that the elemental plane of Deepholm threatens to overtake our world and destroy all life on Azeroth!"

Twilight Highlands: "King Wrynn requires a trustworthy and proven hero for a mission of the utmost importance."

Uldum: "Be one of the first to enter glorious Uldum and claim its treasures in honor of the Alliance!
"

One of these things is not like the other... I mean, what's up with Uldum? The way that your motivation for going into Uldum stands out from your motivation for going into all of the other zones becomes even more clear as you accept the introductory quests for each zone:

Vashj'ir: "As you may have heard, the Horde's attacking just offshore. The fighting's been fierce and relentless. We need every able body out there repelling the enemy!"

Mount Hyjal: "It is good that you've come here just as Azeroth finds itself in a time of great need. Deathwing's minions are attacking Hyjal and seek to bring the destructive Ragnaros back into our world."


Deepholm: "Deathwing's return to our world left a rift open between Azeroth and Deepholm. If we don't mend the breach, this land will be torn asunder."


Twilight Highlands: "Great burdens have been placed on my son's shoulders in his short lifetime, and I fear his responsibilities are only going to grow. He will never learn leadership confined to the keep, but I am loathe to send him forth without escort. [Name], your deeds in the wake of this cataclysm are already legendary. You would be an excellent mentor for young Prince Anduin."


Uldum: "The ancient region of Uldum has been exposed! Treasures beyond your wildest dreams, free for the taking! We just need a bit of an escort, what with the bandits and all..."


Let's look at each zone individually. In Vashj'ir, the Horde has attacked Alliance ships out near an island that has recently surfaced, and we need to go out and defend ourselves, lest we loose even more lives to the conflict. On Mount Hyjal, the mountain threatens to burn if we don't do something about it, and Ragnaros might be brought back, which would be an even greater threat upon the world. In Deepholm, the world threatens to tear apart if the world pillar cannot be reconstructed. For the Twilight Haghlands, though Varian doesn't exactly make it clear what is wrong in that zone, the tone of the quests give the impression that it is important and consequential. In Uldum, there are treasures to be found! Yes, one of these things really isn't like the other.

In other words, it seems as if our actions in every zone in Cataclysm minus Uldum are motivated by the basic need to save the world or ourselves, or at the very least, some grander purpose. We are out there to do things for other people, as is our character's motivation for much of the game. But when we get around to going to Uldum, we suddenly find ourselves motivated purely by the treasures we can find. Sure, the quests may try to gloss over that by saying that we are looking for these treasures "for the glory of the Alliance" or that we are really helping this caravan get into Uldum, but at the end of the day, rather than being there to help, we are there for fame and glory. In every other zone, we are there to make a difference, to help the innocent, to save the world, but in Uldum, we are there for easy treasures... what.

This dichotomy was especially apparent to me because I only quested through Hyjal and Deepholm before starting Uldum, and in both of those zones, we narrowly avert widespread destruction though swift and timely action. In Hyjal, we narrowly avert the destruction of the mountain by fighting back those responsible; in Deepholm, we narrowly avert the destruction of the whole world by resembling the world pillar. Between these two zones, the mood of the expansion is set as one where the world is constantly teetering on the brink of destruction, and only by acting quickly can we save it. That's why it's pretty jarring to spend two zones saving a world that is very close to destruction, then to be lead to a zone where our only reason for being there is to see what treasures we can find. As the people in that caravan asked me to escort them into the desert, I couldn't help but ask myself, don't you know that there's a world out there that could be lost if we don't go help? Don't you know there's a Shattering on?

The one possible reason I could think of for Blizzard to put in a zone with such a different mood is that they wanted to show that our characters are not the spotless paragons of good they might otherwise seem to be. They may be heroes, but perhaps Blizzard wanted to show that they are by no means perfect, and they can get excited about personal gain just like anyone. I can understand why they would want to do this. After all, they are trying to tell a story, and we are simply playing the part of the protagonist of that story. If the protagonist of a story is too perfect, he becomes a Mary Sue, and the story becomes unbelievable. But our characters do have flaws, the most prominent of which might be their gullibility. The way we help Tyrus Blackhorn, Drakaru, Teron Gorefiend regain their power in Mount Hyjal, Grizzly Hills, and Shadowmoon Valley, respectively, show just how easily our characters trust others, a trust which is often taken advantage of. But being that that is the only flaw that comes to mind (for me, at least), perhaps they are a bit too close to being Mary Sues, which is why Blizzard wants to add self-centered greed to the list of their flaws by sending them to Uldum to look for treasure.

Does it work? I suppose this is a matter of opinion, but I'm of the opinion that it doesn't. Our characters spend so long being near-perfect heroes (with gullibility as their only flaws) that for them to show this interest in more selfish motivators so suddenly feels more like character derailment than character development, even if there isn't much character to derail in the first place. Now, maybe I need to level an alt through the old content so I can see that our characters really can be pretty self centered, because the truth is that I haven't leveled a character past level 14 since the start of the expansion. Hell, it probably isn't out of character at all for goblins. But I can say that two large zones' worth of setting our character up as a grand world-saving hero is enough to establish our characters suddenly taking on the role of a treasure hunter as decidedly out of character.

And even if this concept did work, it would completely ignore the fact that the world is teetering on the brink of destruction, as was made clear to us in Hyjal and Deepholm. No amount of character development or any other such justification can mask the fact that Hyjal and Deepholm probably aren't the only areas in need of being saved by our characters, and to be forced to go treasure hunting when the world is teetering on the brink of destruction forces our characters to show an uncomfortable amount of disregard for the world at large.

4 comments:

  1. Well, as it turns out Uldum is kind of important as well, and given our experiences in Ulduar we might very well suspect that there's something important going on in there. As heroes of the world I think we ought to go check it out even if we are invited under the promise of treasure.

    Also, after saving the world twice I sort of felt like I deserved a breather. While the world has a lot of problems, Deepholm and Hyjal are really the everything-is-going-to-blow-up-right-now problems. I mean, Deathwing is bad news but we aren't in much of a position to launch a frontal assault on him anyway.

    Of course I leveled my main to 84 on archaeology and guild dungeon runs, so I guess saving the world was always an afterthought for me.

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  2. Ah, but our characters really aren't heroes, they are privateers who kill for coin and all sorts of other nonsense. What is the level/loot treadmill but chasing ephemeral rewards? How many times did we kill Big Boss Whatever to get that sweet loot drop?

    Maybe Uldum is a tacit admission of such selfish drive... but I almost think that it's not an intentional meta-comment on the game, just a standard trope of fantasy games that are typically all about the killin' and the lootin' anyway.

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  3. @Tesh: I always thought of the gear and money awarded by raids and quests as Blizzard's way of motivating us players to fight. Sure, we players may be "privateers" who will only play if there is some reward to what we do (think of the people who moaned that there was no achievement for the elemental invasion), but that doesn't mean our characters have to be, too. Think of all of the old-world quests pre-Cataclysm that awarded nothing but experience. If our characters were just privateers, would they have done them? And would privateers really risk life and limb fighting powerful undead and occasionally the Old Gods themselves just for some nice equipment? The sheer magnitude of what our characters have done seem to me to be beyond the realm of paid killing.

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  4. This is something that I didn't even realize until it was pointed out. Perhaps it could have been framed better as "Hey, there's a whole new chunk of land we thought was water, go make sure it's not going to cause trouble for us" (spoiler alert, there is trouble).

    Or perhaps the heroes' call board is mostly used for official business, but less than benevolent indivudals also use the board to recruit some muscle. Perhaps our character's naieveity will prompt us to also complete "Hero's Call: Griftah! Purchase many fine items from Griftah, which will help you on your quest to defeat Deathwing. Griftah travels the world to sell his wares, but for return of damaged/non-functional items, please visit Griftah's emporium in Stormwind Park."

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