This is a second part of what went wrong with WoW, first part is
here. After I outlined general issues in the first part, now I will go into details what each expansion did right or wrong. I will then follow it with part 3 where I will outline what individual aspects of the game went right or wrong.
Burning Crusade and Wraith of the Lich King
As we all remember, at least I still remember, the first two expansions were overwhelming success. Sure, there are some purists that insist that only vanilla WoW is good, and every expansion was a mistake. Nowadays they got increased traction after flops of the so-called new WoW. Back then however community was near completely behind the BC and WotLK. It was WotLK that saw record high subscriptions.
Even among the pirate servers, there were 20-30 WotLK for every Vanilla. 2-3 Vanillas for every BC (for those who for some reason did not like Northrend). On the other hand, even when pirates could figure how to make Cata and later expansions work, they never overtook the WotLK numbers.
The first two expansions were like cream, icing and cherry on top of the cake. They completed the game. They fixed flaws and issues that were present in the original game. They also added a lot of anticipated new content: people saw Outland and Northrend in Warcraft III, now finally these areas were in WoW as well. Finally, they concluded the story of two of the Warcraft universe major characters Illidan and Arthas.
First the flaws. Defenders of "modern" WoW often liked to point out how original game had many issues with respawn times, ques. There were long and complex quest chains to get basic stuff and so on. All that however was true only for early vanilla WoW. BC and WotLK pretty much fixed most of the inconveniences. Blizzard learned what works and what not from the original game and made first two expansions much more playable. There were further quality of life improvements in later patches, but something like v3.3.5 (WotLK) was very streamlined and had few inconveniences if any.
Outland and Northrend were much more connected to the original game that later locations. Famous Dark Portal stood in Blasted Lands from the early version of the game. It was only natural that one day, this portal will open. Northrend too was connted to Azeroth with story and many references. After all it was the place from where the infamous Lich King of the Scourge ruled. It was only natural that one day we will get to go there to fight him. That is something that later locations sometimes lack completely: sometimes new continents emerge on the map completely out of nowhere and with no real explanation.
Finally, Arthas and Illidan. In western wirting it is antagonists (villains) that often drive the story. Take Batman, who is defined by its Joker or Blizzard own Diablo. Diablo is named after main antagonist whom you fight at the end of the game and win once you defeat him. Sure, later LoD expansion added Act V, so game no longer ends with defeat of Diablo, but the point still stands. Diablo is heart and center of the game, he appears in every cinematic, other characters constantly talk about him, his actions and his plans.
Vanilla WoW somewhat lacking in charismatic overreaching end game bosses. There are several contenders, but they all leave to be desired. Nefarian and Onyxia share this honour with Ragnaros. There are raids to defeat each of them. There are also side main villains with Silithids, Qiraji and C'Thun. Finally, there is Lord of Naxxramas, governor of Plaguelands and second in command in Scourge, (elder) Lich Kel'Thuzad. The last one practically advertises that there will be an expansion where we will get to fight his boss.
Burning Crusade and Wraith of the Lich King clearly improved in that regard. Both Arthas and Illidan are charismatic enough to carry the story. Each have a complex back-story behind them. The kind of story where one can argue whether decisions they made in the past were right or wrong, whether they were unfairly targeted for what they done or got what they deserved. Regardless of whether you love or hate them, they are certainly characters that bring emotions and provoke thoughts. Regardless of whether you want to slay them with righteous indignation or just curious to see where they are now, you will look forward for the day you can raid them.
Both also have plethora of interesting followers: Kael'Thas, Lady Vashj, Kargath Bladefist, Akama, Kel'Thuzad, Anub'Arak, Sindragosa are all interesting in their own way. Nagas, Felblood Elves and Fel Orks all work for Illidan, makes you think how he managed to convince them all to work together. Arthas cleverly turns his every enemy into an undead servant, will that fate befall you as well as it did befall Varok Saurfang? They have plenty of schemes and plots for you to uncover.
As you wandered among the twilight-coloured walls of Dalaran's Violet Citadel, that floated over the Northrend, you can all the reasons to come back to this world to uncover its secrets, fight ever stronger opponents and explore ever more fascinating locations.
Alas it was not to last as Cataclysm happened.
Cataclysm
I remember how back them everyone anticipated Cataclysm as something groundbreaking and over the top innovative. Blizzard wanted to roll out new gameplay systems and completely revamped the original zones from vanilla WoW. Everyone expected it will be much better.
The result was mixed. Improved game mechanics came with dubious artistic decisions. Take for example Blackrock spies in Northshire that all have to look through the spyglass despite being only within couple of meters from the target. Surely game is an abstraction, but this is just silly. That is but one of many examples of bad design decisions. To name the few: in Westfall you have to literary kill homeless, in Grim Batol organise a wedding for a dwarf. It is a game about epic life and death struggle against forces that want to destroy your entire world. What the hell have happened?
Zones were not so much revamped, so much broken and thrown into chaos. Random destruction and whirlwinds prevent you from even guessing what zone it is, as such events are now everywhere. Zones became much more samey too: Desolace stopped being desolated, Plaguelands stopped being plagued. There is now a bit of everything everywhere. However, that makes whole game experience samey.
Original calm and meditative Azshara lost its autumn charm and was replaced with noisy Goblin hub instead. Sure, few visited original Azshara, but that was only because there were little quests there. Instead of adding more Azshara quests they just removed it. A true beauty lost. Really sad.
Back in the original when you travel to another zone, you could clearly see the difference between them. These differences made you believe that world is large as you cross so many biomes when you travel from north to south or even from east to west. After Cataclysm revamped them, this distinction has blurred into a mess. As if someone just poured water on an unfinished painting and then smudged it with their hands until one could no longer tell what was depicted there.
New zones were plugged across the two original continents here and there. I am not sure if all effort went into Mount Hyjal but Grim Batol was even more generic than Elwyn Forest. There was also an Egyptian themed zone south of Tanaris with daily quests and an island PVP that looked like Duskwood light. I can check for more details, but I think it makes the point. After something as picturesque as Zangar March or impressive as Hellfire Peninsula or Netherstorm, that is lackluster. Northrend also had nice Tuskarr villages on ice, Nerubian Tunnels, granite Troll City, Coldarra and finally huge Icecrown with its many ramparts around Lich King's Citadel. Somehow in Northrend certain places in dark corner of the map made bigger impression on me compared to big ticket locations.
Story, wise they did go with by now classic main villain. Prior to Cataclysm Deathwing had supporting role in Warcraft II Beyond the Dark Portal. In Cataclysm he kind of continued work of Nefarian and Onyxia, this time using Twilight Hammer clan instead of Blackrock clan. Unlike Blackrock clan that was a traditional horde of the Warcraft II era but with no traditional Death Knights and Black Dragonflight instead of Red one, Twilight Hammer decided to go international and accepted every race in its rank. That had mixed effects: unlike Dalaran that retained its magocratic character, as it opened its doors to both Horde and Alliance, Twilight Hammer became even more of ragtag mix of every race than Venture Co. You could neither tell it was once part of the Horde, nor get any idea who its core members are. In retrospect that was a sign of times to come where races will lose their individual character defined by their lore and will just become interchangeable faces in the crowed.
In retrospect Cataclysm was where WoW went wrong way. Back in the day however public was most patient. Blizzard had strong record of delivering good and most were willing to forgive and overlook issues with Cata and focus instead of what Cata did right and wait for better things to come. Turned out things got only worse.
Mists of Pandaria
I still remember that most players back then perceived MoP as a filler expansion. After long and arduous Cataclysm, Blizzard decided to take pause and experiment a little bit. The result was Pandaria.
MoP went against the established formula in many ways. To begin with Chinese aesthetics were never really tried before. Sure, there is a lot of interest in Asia, but that is mostly about Japan or Thailand or just generically Asian. It was a risk to try something distinctively Chinese and not Japanese or otherwise just generally Asian.
The result was kind of meh. China just does not have the same appeal Japan has. To explain why when Japan does anything world goes aww, so cute/cool and why there is no same awe when China or Korea does something I have to write a separate article. Japan is just lucky when it comes to appeal to Western and other audiences. Thus, Pandaria was received without great interest.
It would probably work better if Pandaria was just one of many zones and there were other differently themed zones in the expansion as well. Originally Pandaren Brewmaster was just one of many tavern heroes in Warcraft III The Frozen Throne, that worked well enough, and he was reasonably popular. I doubt it would work the same if there was a Pandaren fraction instead. Realistically Pandaria only has enough appeal for a zone or a subzone, not for an entire continent and major theme of the expansion. Overplaying their hand had the opposite effect and Pandas ended up hated. To make matters worse it was the only race in this expansion, uniquely available for both fractions, even popular Blood Elves are only available to Horde and Drenei were released for the Alliance in the same expansion. Yet here they bet it all on Pandas and with females lacking in curves on top of that.
Just like Pandarens are special snowflake race that allowed to be in either fraction, Pandaria is the luckiest continent of all Azeroth. It avoided major wars. Pandaren rule there was not threatened by anything and biggest threat there is ... giant mantis? A continent of peace in a game about war, what seasoned veterans who defeated Illidan, Lich King and Deathwing even going to do here? Turned out not much. You do not call pest control if you do not need pest exterminated and you do not call WoW adventurers if you do not have worlds to save and dungeons and raids to clear.
In later patches they somewhat rectified that by introducing Mogu invasion and getting players to fight them to save Pandaria. That and end of Garrosh, problem with whom I will explain separately later, allowed to MoP to appease the fans and leave them to anticipate the next expansion where Blizz will finally get it together and make them happy again.
Warlords of Dreanor
Unlike MoP, WoD had players hyped. After a misty detour we are getting back to what made Warcraft popular. Legendary heroes and orcish clans from Warcraft II Beyond the Dark Portal era are now in WoW and main focus of this expansion. That got veterans all excited about playing WoW again.
That excitement however quickly turned to anger as WoD had many issues. When criticizing WoD most focus on it having too few raids and dungeons. That however overlooks glaring issues with lore: many heroes were far too different from how we remember them.
Most notably Ner'Zhul who was central character of Beyond the Dark Portal expansion and later a Lich King of the Scourge. Back then Ner'Zhul was cunning, resourceful, smart and ruthless. In WoD he instead is just weak. Looking at him in WoD you cannot believe that someone like that was Warchief of Dreanor in alternative timeline.
It is the same with Ogrim Doomhammer who is in the expansion to just get killed by Blackhand. That is Orgrim Doomhammer who is in the normal timeline, led his unit in a civil war against Blackhand, became Warchief, conquered Stormwind and razed it to the ground, ruled in Shadow Consul and Gul'dan and then almost conquered the entire Eastern Kingdoms and was only stopped by a combined power of Humans, Elves and Dwarfs. Is it the same Doomhammer or just someone who has the same name?
Finally hated Garrosh, who was supposed to be gone by the end of MoP, somehow gets main role here instead.
Instead of nostalgia trip, we got basically an insult that shits on our memories of the game and lore. It is hard to tell if that insult was intentional or accidental, though most lean towards the former. It is hard to believe that there was no one on the team who worked on Warcraft II or III and could not point out inconsistencies with how Ner'Zhul and Doomhammer were depicted in early games and in WoD.
WoD failure and lore negligence got fans outraged in blazes. It was no longer possible to explain failuers with experiment and filler expansions. WoD got fans question if Blizz is still the Blizz they know and love. Videos criticizing corporate greed and Bobby Kotick became fans answer to WoD.
Blizz responded with announcing Legion, the expansion that was meant to fix it all.
Legion
Legion was a partial return to WoW as we loved it. Looking back at it, it was the last good expansion and the last stop on the way to hell. Back then Legion possibly could have saved WoW and return things to normal. That is if Legion became a trend rather than a one-off thing.
Legion somehow brought back Illidan, a be it in a strange role of a savoir from behind the scenes who rejects pity, refuses help or good things in general. Back then Illidan was independent minded and driven as well as self-indulgent and self-pitying. It was these qualities that made him relatable to many fans as his unrequited love for Tyrande.
It also brought back main antagonists and let players defeat them. This time also killing Archimode again, Kil'jaeden for the first time and Stopping Sargeras.
Finally, class halls were a nice touch that really added to making each class unique. Differences between halls of different classes made it easy to see what it is that makes a Warlock, Paladin or a Shaman who they are.
Legion was not a complete return to what made people love WoW. Dialogues and protagonists remained the same. Horde got its second controversial Warchief in Sylvanas. Alliance became a triumvirate of sorts between Greymane, Mekkatorque and Anduin. Overall vibe of the protagonist remained that of the new WoW. In early WoW each racial leader with exception of Vol'jin was in their own capital or dedicated racial area, now they all together, serving as advisers to leader instead.
Nonetheless Legion was the last partially successful attempt to appeal to veteran fans. That will not last.
Battle for Azeroth
BfA was called another filler expansion. After all the major antagonists were killed in Legion, they needed time to invent new ones. So main focus was now on the war between fractions.
War between fractions is not bad per-se, but the problem is what became casualties of such war. Sylvanas destroyed the entire Night Elf area. Anduin responded with conquering Forsaken areas and Sylvanas destroyed them too to prevent Alliance from taking them.
Night Elves areas are one of the most picturesque areas in game. Night Elves also one of the more lore rich races with long and complex history. All of that is gone now, there is Chromie to get you back but... Undead were also among the more interesting Horde races, their Undercity is no more as well. Now rather basic and trivial Ogrimmar and Stromwing has less competition from better racial capitals.
Most hardcore fantasy fans played Night Elves, destroying their area is a blow to veteran players. Undead too had many skilled players. Sure, you can still have character of these races, but without racial capitals and areas experience is not the same.
The Syvanas War resulted in a Cold War of sorts. Now Horde is in Kalimdor and Alliance is driven out of it. Alliance is in the east and Horde is driven out of it. Between them is Maelstrom that keeps them apart like Iron Curtain kept East and West separated during Cold War. Cold War of Azeroth.
Now there is less options and less choice of areas to visit. Once again better areas in game were destroyed and worse ones were kept.
Generally, WoW became more homogamaized over time. Distinct races with distinct lore, traditions and cultures were reduced to just different looks for either team red or team blue. Zones are a lot less different from one another as they were back then. Best zones are gone altogether. More about it in a separate article as this one is getting too long.
Shadowlands and Afterwards
If there was a final nail in the coffin, then that was it.
Sylvanas destroyed Helm of Domintor, releasing undead of the Scourge from Lich King's control and letting them rampage through everything uncontrollably. Avoiding that scenario is why Bolvar Fordragon took it upon himself to contain the Scourge as new Lich King.
That did not happen in SL however. Instead, we got the world broken together with the iconic helm. It was replaced with Shadowlands 4 realms, neither of which looks appealing. Not only that, but they also hardly have anything to do with WoW at all. All that history from Warcraft I Orks and Humans of 1994 was somehow discarded for something altogether different and that different had bad Christian undertones. Serve in Bastion, fight in empty wasteland or torture "bad guys" who should have gotten a break already, like an underling of hell. How any of that had anything to do with what WoW was up to this point? You might as well make it a standalone MMORPG and it would work just fine. Why call it WoW? To cash out on recognisable brand? To troll the veterans and rub salt into wounds?
Then there was Dragonflight so that dragon furries can play as dragon now. There is also Vulpera for fox furries from this or other expansion. Now there is War Within that is another near total reset with Diablo III style paladin for some reason.
WoW as we know and love it only lives as Classic or on private servers.
Afterwords
Can WoW return? I guess it can if Blizz remembers what made them popular in the first place. Ideally it should continue on from where WotLK left the game and forget all later expansions as some bad dream.
If I am to rate expansions in a tier list, then:
S: WotLK, BC
A: Vanilla
B: Cataclysm, Legion
C: MoP, WoD, BfA
D: SL, DF, tWW
This was part two on What Went Wrong with WoW. In part three I will outline individual game mechanics, design choices and lore aspects that made original WoW so appealing and destroyed it in post Cataclysm expansion. I will also address Garrosh problem as well as Horde identity.