I can understand the sentiments, but I have to disagree on a personal level. "Personal" is the keyword though, because I spent the better part of an hour trying to develop a system of when such storytelling elements are net positive or negative, then gave up when the same techniques were giving me different conclusions in different medias.Originally Posted by FanaticTemplar
So, on this level, I categorize WC3 as "net positive" - the elements of demonic corruption were always there since at least WC2, so it utilized pre-existing elements. Likewise, it doesn't diminish the effects of the previous games because their ripples are still being felt, what with the orc bloodlust/camp/heritage angle for the Horde, and the Alliance infighting/political manauvering angle on the other hand. And it adds net character depth to Medivh for instance, going from villain figure (WC1) to sympathetic figure (WC2) to redeemed figure (WC3).
Likewise with the UED, a pre-existing element was used. Difference is IMO, there were other pre-existing elements that could have been utilized instead (e.g. KMC or UP). In contrast with WC3, not only was the Burning Legion a pre-existing element, but it had no pre-existing elements that could have been used in the same way at the time.
Course this is subjective. But even if we're referring to backstory, written, implied, or whatever the case, it goes well beyond the above games, at least as far back as Lord of the Rings. Retroactive lore (as opposed to actual retcons) isn't a net negative or positive.
Why does it have to escalate though? That I spent the first post showing how and why we shouldn't have escalation aside, escalation isn't a requirement of storytelling, whether it be in games, or even RTS games. Escalation is an effective storytelling tool in general, but sooner or later it has to plateau.Originally Posted by Turalyon




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