Blizzard talks caves and storytelling in World of Warcraft: War Within

Blizzard talks caves and storytelling in World of Warcraft: War Within

As a long-time fan of World of Warcraft, I was both excited and apprehensive when I received an invitation to preview The War Within expansion. Having played through countless hours of Blizzard’s expansions over the years, I couldn’t help but wonder if this new trilogy would live up to my expectations.


The War Within” marks the tenth expansion for this popular MMO game, releasing not long before its twentieth anniversary. However, it’s not just a significant event to remind veteran “World of Warcraft” players of passing time. Instead, it signals the commencement of the conclusion for the franchise’s initial storyline.

As an avid fan, I’m excited to share that Blizzard has announced some new expansions for World of Warcraft (WoW) following The War Within. First up is Midnight, and after that, we have The Last Titan. Together, these form the Worldsoul Saga, a thrilling trilogy that will shape WoW’s future, much like how Bungie’s “Light and Darkness” saga in Destiny 2 transitioned the game into a new era with The Final Shape earlier this summer.

As we prepare to embark on the first installment of the Worldsoul Saga with “The War Within,” I had a conversation with Maria Hamilton, associate design director, and Jordan Powers, lead prop artist. We delved into the Alliance’s initial focus in this story and explored the intense atmosphere found within the caves.

The beta testing phase for “The War Within” is underway, and some players have noticed that the game’s storyline places significant emphasis on characters from the Alliance. Given that the Horde and Alliance have become increasingly intertwined in recent expansions, and a cataclysmic menace looms over Azeroth, I wondered how the narrative team intended to ensure a fair distribution of representation for both factions post-Fourth War in “Battle for Azeroth”.

Hamilton expressed his viewpoint that “Battle for Azeroth” hasn’t significantly altered things for him. He continued, “We aimed to minimize having distinct narratives for each faction, except when it was essential. Occasionally, we wanted to convey a slightly varied perspective, leading us to have unique Horde or Alliance tales. However, our primary narrative was intended to be shared and clear for both factions.”

As a dedicated gamer, I’ve put a great deal of thought into ensuring a balanced representation of both Horde and Alliance factions in the game. I understand where we’re headed with future updates, and I want to make sure no one feels left out or unrepresented. This epic tale allows us the luxury of spreading things out over an extended period. It’s possible that players are reacting to the initial installment, which may appear to have a larger Alliance presence. Rest assured, Horde characters are present, and more will be introduced later on.

Blizzard talks caves and storytelling in World of Warcraft: War Within
  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

Waiting is a valuable trait that can be hard to remember while engrossed in an intricate game like World of Warcraft. However, the extended narrative permits developers to weave a more cohesive storyline with subtle hints that may come to fruition in upcoming expansions, rather than waiting years as was the case with some Legion previews from 2016.

“According to Powers, we have a general idea of the major elements in our storyline, similar to having a rough sketch in art. We’re aware of the cultures, races, and characters involved, and can make necessary adjustments as needed, ensuring a well-rounded narrative.”

When discussing the Alliance’s apparent focus in the early content of “War Within,” it’s challenging not to bring up Anduin Wrynn. Anduin is the true ruler of Stormwind, the Alliance’s capital city. However, he has been absent from the limelight for the past expansion due to being manipulated into serving the antagonist in “Shadowlands.” In Hallowfall, one of “War Within’s” zones, Anduin is provided an opportunity to examine what transpired to him and determine if he is deserving of continuing a life dedicated to the Light.

Hamilton explained that they aimed to portray Anduin’s story authenticately, avoiding a sudden improvement of his mood and instead highlighting his self-doubt and inner turmoil. This would allow audiences to fully connect with Anduin’s character and contrast him with the confident Faerin. To achieve this, they placed Anduin in challenging circumstances at Hallowfall, where he could interact with Faerin, reflect, and discuss his experiences, significantly impacting his later decisions.

Blizzard talks caves and storytelling in World of Warcraft: War Within
  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

In “The War Within,” the action unfolds primarily in an expansive network of caves, with the exception of the initial zone, Isle of Dorn, which is the only outdoor area in this expansion. The subsequent areas, such as The Ringing Deeps, Hallowfall, and Azj-Kahet, are all intricately connected cave systems. This layout differs significantly from what gamers and Blizzard are accustomed to. I was curious about how the limitation imposed by caves influenced the development process, so I posed this question to Hamilton and Powers.

Hamilton explained, “From a narrative perspective, keeping things tucked away in narrower spaces allows us to focus on telling more intimate stories about those places and the people. Occasionally, you’ll encounter a location that seems untouched, with little activity taking place. In such instances, the environment itself becomes a storyteller, prompting our curiosity and imagination to fill in the gaps.”

In “The War Within,” creating small, intricate areas for extensive story exploration like Anduin’s backstory is effective. However, persuading players to dedicate hundreds of hours over the next two years in underground zones may be challenging. Powers and the art team, while designing the subterranean zones for “The War Within,” drew inspiration from Blizzard’s recent addition to “Dragonflight.” To keep these areas engaging and distinctive, they had to put considerable effort into differentiating the spaces.

As a fan, I can understand how Powers faced some artistic hurdles when designing only four distinct zones, three of which were situated below ground. To maintain an engaging experience, we had to be careful not to create spaces that felt too cramped, dimly lit, or oppressive. After all, nobody desires prolonged exposure to such environments.

Blizzard talks caves and storytelling in World of Warcraft: War Within
  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

  • Image: Blizzard Entertainment

The hidden depths of Azeroth remain largely unexplored, presenting an intriguing new setting for a trilogy. However, beginning such a series by sending players into the underworld might seem unusual. Typically, caves and subterranean spaces conclude adventures – they’re where final boss battles take place in games like Dungeons & Dragons or even in some of World of Warcraft’s earliest raids and dungeons. When probed about this apparent contradiction, Hamilton expressed caution, avoiding any potential spoilers for upcoming, unannounced content.

“Yes, a hole can extend downward or to the sides,” Hamilton explained. “However, at times it may become obstructed, requiring alternative approaches. It’s not just about digging a hole; there are additional complexities involved.”

World of Warcraft: The War Within launches on Aug. 26 on PC.

As a seasoned gaming journalist with years of experience under my belt, I have been fortunate enough to attend numerous industry events and previews. However, the recent Blizzard Entertainment event I attended in Irvine, California, on July 11, stands out as one of the most memorable ones.

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2024-07-16 20:19

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