How do you prefer the lore of a game relate to the player experience? How much of it should come from outside the game itself?
Games approach their storytelling in different ways for different reasons.
To be clear right off the bat, this is just a post of speculation.
Spoilers follow for World of Warcraft patch 8.3 and the Ny'alotha raid.
As the servers came up for World of Warcraft's latest -- and apparently final -- major patch of Battle for Azeroth, two new cinematics surfaced to set the stage.
Wrath of the Lich King is a memorable WoW expansion for a plethora of reasons, ranging from gameplay systems to the in-game content itself to story beats and more.
Blizzard’s announcements during the BlizzCon Opening Ceremonies this year brought a lot to the table for the community.
We don’t have a lot of time, so I want to cut to the chase: despite what Overwatch the game would have you think, Overwatch the franchise has a story to tell.
Let's just lay it out on the table: if you don't want spoilers for patch 8.2.5, the War Campaign, or the big cinematics that bring the story to its conclusion than this post is one you should not read.
Those wily folks over at Wowhead have, as if their wont, datamined a big treasure trove of in-game rendered cinematics from the upcoming Patch 8.2 storyline, including one for the Heart of Azeroth, the War Campaign, and specific story beats on Nazjatar itself.
Every game has to think about its ludonarrative options -- the way its gameplay is used to tell a story vs.