WOO II An Exploration in Design -
- By Stoneghost: Dalaran
WOO II - Factions
Factions add drama to the game. In actual operation in the current game, however, they only matter in PvP. Raiders never meet players from the other faction, and crafters cannot even buy and sell across faction lines.
Suppose, for the sake of argument, that the resolution of the current game goes something like this:
- The Horde and the Alliance join forces to fight a foe larger and more warlike than either of them (hard to imagine, but possible).
- The conclusion of the fight results in the defeat of the enemy, at the cost of a rip in space/time that hurls everyone involved into an alternate universe.
- Take it from there: a new planet, a new ethos, a new story ...
In this configuration, remnants of the larger enemy could survive to become the new opposing faction.
- In PvE they could frame the story of the new dungeons. For example, this could be one of their former planets, and the unraveling of the story could lead the way to their final defeat. This would let Horde and Alliance players cooperate in some or all dungeon raids ... with each side bringing its own strengths and weaknesses to the enterprise.
- Crafters would benefit from a single Horde/Alliance market, and each server's economy would be more stable. The enemy faction could interfer in various ways.
- PvP could continue to offer Alliance versus Horde conflicts. Top ranked Alliance and Horde fighters might be offered the opportunity to play as the Third Faction in a few arenas and battlegrounds. This would be an interesting way to introduce and/or test out new combat talents.
This approach is easier to maintain than the current two faction setup. The need to balance the factions, which takes a lot of effort in the current game, would only matter in PvP venues. And with the main villians consisting of non-player characters, it would be easy to bring in additional friends and foes.