WoW News

The Arcantina Doesn’t Make Sense

One of the many new features of Midnight is the Arcantina, an evergreen quest hub described as a haven for the Alliance and Horde alike... except its explanation makes absolutely no sense.

They kept the Arcantina secret from Arator for over 10 years and even celebrated Winter Veil without him! No wonder he has issues.

Although tongue-in-cheek, it's hard to sum up the narrative issues better than Taliesin & Evitel's skit. The Arcantina existing as a safe haven during the Second War, while Khadgar, Danath, Kur'dan, Turalyon, and Alleria were stranded beyond the Dark Portal completely recontextualizes their struggle and isolation, while completely glossing over why players or even Arator hadn't heard of it until now.

$p, there's a place that we used during the Second War, when we missed our homes an' needed to remember Azeroth. Somethin' of a retreat an' a sanctuary for those who've seen too much fighting--too much pain. Over time, we've brought friends and allies there. In recent years, members o' the Horde have been invited as well. We call it the Arcantina. I believe Arator, and you, would benefit from some respite there. Use this key to make a portal.

Out of universe, it's easy to understand why Blizzard developed the Arcantina this way. Though there are other "safe spaces" like player housing, which we know will never come under any true threat, being functionally everywhere and nowhere at the same time allows the Arcantina to remain a relevant evergreen system, regardless of what happens within the narrative or how the world space might be revamped.

Subtly implies the Arcantina was made by someone even more powerful than Khadgar, but problematically undermines the Sons' self sacrifice.

Still, it creates a dissonance that isn't easily reconciled. Because it's explained as existing for decades and hosting dozens of characters we've previously interacted with, players are now forced to ask why they've never heard of the space or been invited themselves. It's careless world building, since it's just as feasible to explain as a new space made from the remains of Dalaran or whatever - portraying things older doesn't inherently make them more interesting, more often just less believable and incompatible with existing understanding.

Depicting Arator as a naive 40-year old child struggling to come to terms with his daddy issues, while simultaneously having the wisdom and authority to debate with the leaders of elvenkind. He's not just standing besides the likes of Regent Lord Lor'themar Theron, Ranger-General Halduron Brightwing, Blood Knight Matriarch Lady Liadrin, and Grand Magister Rommath, he's recommending courses of action and making war plans - literally leading the charge during the Battle of the Bridge.

Attributing the reintroduction of Decor Duels to Captain Auric Sunchaser, Riftblade Maella, and and the perpetually grumpy Aethas Sunreaver, because it makes perfect sense that the first thing these three barely reconciled factions would do is play hide-and-seek together.

Let's not even talk about how wildly Blizzard has recharacterized the Sons of Lothar.

Both sides are quick to note that they do not forgive or forget past transgressions, but agree to set aside their enmity.

It's not a matter of personally liking the narrative or not, so much as identifying inconsistent writing that fails to account for the characterization of the characters they're adapting. There's absolutely nothing wrong with Arator stepping out of his father's shadow and becoming a respected member of blood elven leadership, except that turning point never happened, it was simply skipped over.

Likewise, the writers make the effort to describe Prop Hunt as a "training exercise" for the Magisters and Spellbreakers, but fail to explain why Aethas would want to do it with his former foes, when they could have easily included a line of text about coercing him into the game by indulging his competitive nature. However minute, that (lack of) explanation is the difference between creating believable character motivation and contriving a situation to prove to players that the erstwhile enemies are now getting along.

In the 9 years since their reunion in Legion, Arator still hasn't worked out his parental issues, but Aethas got over his decade long feud in a matter of weeks.

These little bits of characterization are important. They're what makes characters feel real and purposeful, rather than just empty portraits serving as a vessel for the next plot point. They aren't recently introduced throwaway characters either; some of them have been with us for twenty years, but it often feels like there isn't much consideration for their previous depictions - they're simply discarded in favor of whatever new narrative needs a face at the time.

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