WLK is not merely an expansion. It also involves storyline and storytelling including something that has never been seen since Warcraft III. When TBC dealt with new issues and races, it made little change about Azeroth stories in the earlier Warcraft games. WLK tried hard to move the prior stories forward. Coupled with change in direction, there has been an introduction of several things which never appeared in Warcraft before. This made a big change to the way we view stories and quests in wow, and a re-introduction of many of the heroes and prominent figures that we’d only caught glimpses of in vanilla. Now, we will have a close look at Wrath lore: what worked, what knocked it out of the park and what failed to impress.
The introduction of the phasing mechanic was obviously the biggest technical advancement in storytelling, which permitted players to play through various quests, so did the world around the players, bringing a new and special feeling about storyline progression. All of a sudden, instead of playing through an area with no indication that you already have made any changes to the status quo, the world became different for what it was life around you — the chain of events in Conquest Hold in Grizzly Hills and Frost hold in the Storm Peaks both actually ended with NPCs being replaced as a direct result of player communication.
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Amid the quest chain of The Battle for the Under city, both Alliance and Horde players would be teleported into a phased version of Orgrimmar, designed as a vehicle to further the storyline — and as a way for Alliance players to communicate with Thrall without being attacked. This mechanic is not just restricted to death knights, though. Wrath has plenty of stories and events which took full advantage of the phasing mechanic. Players were able to travel back in time and witness events taking place in Warcraft III in advance and help correct errors with time lines which have been intervened with.