YoggSaron

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  • Warcraft as a whole: story balance between RTS and MMO

    by 
    Matthew Rossi
    Matthew Rossi
    10.07.2013

    I was perusing the forums (like you do) when I came across this forum thread from poster Xewie, and I found it an interesting place to start thinking from. Xewie's points aren't entirely ones I agree with - I frankly found Mists of Pandaria one of the richest expansions in terms of lore and story and feel that anyone who dismisses it simply because there are pandaren in it is deliberately and willfully blinding themselves to an excellent ride with some astonishing highs and lows - but there's a certain truth in the points about the RTS vs. WoW itself. As others (including our own Michael Sacco) have pointed out, Garrosh Hellscream is really one of the first big lore characters we've had in World of Warcraft who was born in the MMO, evolved over its course and became a faction leader and finally an end villain. I think part of the problem is that the RTS features these characters, so even when it kills a few (like Terenas Menethil) it offers up a few more. But the MMO features us, ultimately, so when we put down Lady Vashj or Arthas, there's no immediate replacement. To be sure, there have in fact been tons of new faces over the course of World of Warcraft - Ragnaros, C'thun, Nefarian were all first introduced in classic WoW, not the RTS. The problem is, we introduce these characters and then, well, we dispatch them. Sometimes, like Ragnaros, our first encounter with them isn't a final one, but even if we know they'll eventually be back, it's not like their luck will hold out forever. I called this the "Joker problem" once, and to a degree I think it is an issue for the MMO. However, does it follow that we need an RTS to create stories? Since I think Mists of Pandaria did an amazing job of building up the story, and in fact I'm really much more of a Cataclysm booster than most, I don't agree with that idea. In fact, in many ways, WoW has done more to broaden and expand the Warcraft setting than the RTS ever did.

  • Ready Check: Yogg-Saron

    by 
    Michael Gray
    Michael Gray
    09.02.2009

    Ready Check is a column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. This is the show stopper. The big guy, the final countdown. Yogg-Saron is the last normal boss in Ulduar. (The only other dude is a freaky guy made from stars. Let's stick to the Old Gods here.) Yogg-Saron is the second Old God raid boss in the game, and shares an important dynamic with his predecessor: in-order to kill Yogg-Saron, you have to go inside him and fight a vital organ. Pretty freaky, huh?Yogg-Saron is actually my favorite fight thematically. Perhaps as a purposeful shout-out to game mechanics from the Call of Cthulu, your raid members will have to manage a buff called Sanity. That dynamic was a signature, revolutionary aspect of the tabletop game, and Blizzard uses it very similarly in this boss fight. At least, I hope it's purposeful. It's possible they were simply inspired by Lovecraft's stories the same way that tabletop designers were. Still, I prefer my little world where those guys threw some dice and stared at their SAN score.Anyway, let's get to talking about the boss fight.