World of Warcraft: Revolutionary Change Approaches, Blizzard Ends a 28-Year War!

Game News World of Warcraft: Revolutionary Change Approaches, Blizzard Ends a 28-Year War!

A founding element of the Warcraft universe, the conflict between the Horde (the orcs) and the Alliance (the humans) is about to take a decisive turn in the weeks to come, since the two factions will be able to collaborate within World of Warcraft.


  • Orcs and humans in the hand
  • 28 years of war

Orcs and humans in the hand

It’s a major if not revolutionary change that awaits World of Warcraft players in the coming weeks. In a post published yesterday on their blog, Blizzard announced that they are integrating cross-faction instances into their MMO: this means that player characters from the Alliance will be able to group up with player characters from the Horde to carry out various activities such as mythical dungeons or raids. A choice justified by Blizzard who only wants « increase the opportunities offered to players » can we read on the site. But how will this system be put in place? The studio sums up the situation well:

In summary

  • Players will be able to directly invite members of the opposing faction to a group if they are friends via the BattleTag or real-name system, or if they are members of a cross-faction WoW community.
  • Predefined groups in the Group Finder lists for Mythic Dungeons, Raids, Arenas, and Rated Battlegrounds will be open to candidates from both factions, although the group leader may choose to restrict the list to candidates from the same faction if desired.
  • Guilds, as well as random activities like Heroic Dungeons, Skirmishes, or Random Battlegrounds will all remain restricted to characters of the same faction (both because there’s less factional pressure around groups and to avoid compromising the optional nature of the feature by randomly placing a standby Orc in a party with a Night Elf).

More or less, inter-faction instances are therefore only reserved for groups that are created voluntarily by players. It will be impossible to search for a random group with the opposing faction. Anxious to preserve this conflict between Horde and Alliance, Blizzard explains that other functionalities will remain as they are: in the outside world, the two factions remain hostile towards them (especially in War mode, which allows jousting). Some raids will need to be reworked to accommodate such a feature: Battle of Dazar’alor, Trial of the Crusader, and Icecrown Citadel all incorporate contextual elements related to the Horde/Alliance encounter .

28 years of war

As mentioned above, this is truly a revolutionary change made here by Blizzard. The Horde/Alliance rivalry began in 1994 with the first Warcraft game, itself subtitled Orcs and Humans, when the orcs tried to invade (and they had their reasons) the land of the Humans that is Azeroth. At the time, the game offered two separate campaigns to trace the journeys of the two factions. A conflict that has become the identity, the heart of the license, with World of Warcraft in 2004: the online game offers to play races of both factions while offering an environment Player versus Player with arenas and battlefield to brawl at leisure against the opposing faction. More recently, it is even a theme that is taken up in Hearthstone where players had to choose their side via a card. By implementing such a change, Blizzard knows what it is doing:

In terms of game worlds and player preferences, there are decades of animosity to overcome. While we’re excited to give players the ability to cross factional divides and work together to defeat common enemies, we know many will react to this change with reluctance, and we don’t want to overlook it. their preferences.

Moreover, it must be recognized that this rivalry between Horde and Alliance has been undermined more than once in World of Warcraft: if the hatchet was unearthed during the Battle for Azeroth expansion, we do not no longer count the times when orcs, trolls, humans and dwarves have allied against a common enemy. The Burning Legion from Burning Crusade and Legion, Deathwing from Cataclysm or the Old Gods with C’thun (Vanilla), Yogg Saron (Lich King) and N’Zoth (BfA). Not to mention Shadowlands, which sets up the Jailer as an antagonist capable of breaking the cycle of death.

Still, with this cross-faction system, Blizzard is changing things for World of Warcraft. This functionality is expected for 9.2.5, because too demanding for 9.2. The latter is the next major update of the game. It is called End of Eternity and integrates a new (and last?) raid for Shadowlands with notably the Jailer as the final boss whose deployment date on public servers is still unknown.

Source : Blizzard

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